How BeamNG Will Become the Ultimate Racing Simulator

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BeamNG Drive is already one of the most exciting car games ever made. Now it's beginning to rival even the best racing sims like Assetto Corsa, iRacing, Gran Turismo, Forza etc. We take a look from a sim racer's perspective and ask: What does BeamNG.drive need to become the ULTIMATE racing simulator?

0:00 Intro
2:42 Aerodynamics
4:21 Tyre Temperature
5:35 Electronics
6:52 Interiors
7:45 Multiplayer
8:46 End

#BeamNG #BeamNGdrive #simracing

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...or I clutch-dump your car!

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Actually BeamNG is the only game that i know of, where ESP is simulated properly. It brakes individual wheels when the car is sliding out of control. Also, it fully simulates dual clutch and torque converter gearboxes, which no other game does

enfantterrible
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Paint scratches have been so wanted by the community and when crashing there's still lack of detail such as dust clouds, debree and tearing of material. Never seen a game tear material and I'm looking forward to BeamNG's iteration of this. They currently have a similar mechanic, but it's not as realistic since it just makes parts stop rendering.

tomsterbg
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The little details like: rear wheel drive, live axle, open diff burnouts will spin only the right tire and not the left make the game so much more unique than other games.

sewe
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There's definitely aero in Beamng, I don't know why people think there isn't, you just have to set it up properly. Aero bits make a HUGE difference to how the cars behave. Also body parts LITERALLY FLEX under aero loads at high speeds, visually. You can literally drive a car at 300 km/h and you'll see the rear wing is flexed, even the trunk door flexes under the load transferred to it, you'll see the panel gaps between the hood and lights at thinner because the hood is being pressed down by air, etc. And at higher speeds, the cars literally fall apart. You think aero is not simulated? Turn on negative gravity, let the car "fall up" away from the ground for about 5 minutes to a few km height, then turn on gravity to the max and let it fall back down, it's literally gonna reach thousands of km/h and the car will literally be damaged due to air resistance, it's gonna fall apart, it's like when you crash into the water, except you're going through air. The aero is definitely very realistically simulated.

Fun thing is, the game simulates layer of atmosphere realistically in terms of air thickness and temperatures. I know I'm an ultra nerd for doing this in the first place, but I let the cars float up with negative gravity for like 2 hours, when I came back, temperature was sub zero, well below it, and air resistance practically zero. You can tell that by the speed you'll achieve with -10 m/s gravity setting, usually there's a speed you'll stop close to the ground, but high above you keep accelerating due to less air resistance. You could turn on sun's gravity at that point when very high up, and the car would accelerate to like km/h in a few minutes, but as it would approach ground it would start slowing down as the atmosphere was introduced again, followed by an accurate burn and explosion as it hit the thick atmosphere at huge speeds. Even rocks do it. You know how you can spawn boulders to crash into? Well...try letting them fall up with negative gravity for an hour, and then turn sun's gravity, and see the magic. The rocks literally behave like meteors.

The depth of this sim and what's in it so amazing, it goes way past just cars and crashing.

derbigpr
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It's important to note that Beam isn't a racing sim, it's an _everything_ sim/sandbox in heavy, heavy alpha by a small Dev team. Heck, one of the biggest requested features are scratches and dirt, rather than sim racing features. There's only like, 3 actual race tracks in the vanilla game 😅

Tire wear and temperature is in the works if I recall (woo!), and aerodynamics could do with some improvement despite being very impressive for how it is actually implemented. I for one have always had my setups stick to the road like glue.

Graphics I'd say are perfectly adequate, especially given the open source renderer used and dev size. Like seriously, those showroom shots in this very video look great! Besides, no sim comes close to Gran Turismo's art direction anyway. :P

I'm pretty sure assists are currently pretty darn complex underneath and are accurate with production cars and again, racing specific assists wouldn't really be high priority currently.

Things like multiplayer is hopelessly difficult to do properly - BeamMP is already very resource demanding despite sacrificing a great deal, car damage and status is not synced between computers at all for example.

Since I don't think sim racing is a top priority, I think small things such as default setups being improved could be easy/small work with big payoff. Still, pretty bloody good going so far!

robinrai
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I think our experiences with the aerodynamics may be different, although I may have a reason as to why.

-Even the slightest damage to aero parts such as a front splitter cause dramatic effect to driving, sometimes the damage doesn't even have to be visible
-The tire pressure always seems to be too high on the default setups
-one of the wings has adjustable angle, I've found that messing with that can have an enormous impact on the handling at high speed
-also as you said in one of your previous videos, the vehicles might not be set up correctly, you saw how much faster the Bastion was with your tune of it, chances are a lot of the stock presets arent what they should be and are causing unpredictable handing.

Just a few things to consider and possibly investigate

saienide
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They are aiming to be the best car Simulation out there. Lets hope we can have the Option to do anything we want in the future

Insomnialennsomnia
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One of the things id love to see in beamng is some more like rally style missions with maybe like codriver commands integrated into them, even if they were just like a visual thing id still like that. Rally is so much about pushing hard without destroying the car and honestly, other rally games lack that feeling that one wrong move could be your run ruined and it kinda ruins the experience. Beamng captures the feeling perfectly and to have even one or two proper rally missions with a codriver would be amazing.

dominicking
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The big difference is that Beamng has FULLY dynamic physics where Forza, Asetto Corsa etc is semi dynamic(Much more arcade feel).

I have personally driven the nurburgring multiple times, and the feel is much closer in Beamng, than any other driving simulator/racing simulator out there.

It comes down to the feel of speed, strength of force feedback so you dont over/understeer accidentally and the car setup. I can easily do the same laptime with a similar car setup used on the actual track.

mathiaskildedal
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i have been with beamng since i first heard about it after i got into rigs of rods many many years ago im very pleased to see how the game is progressing and the devs are putting their hearts and souls into the game. you love to see it

mothuchain
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I disagree that Beam should move towards sim racing. Their goal was to be the ultimate soft body driving sandbox and I think turning more towards racing would narrow down what they can do

ileutur
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I'm imagining a GTA role play combined with Beam NG. Like an RPG around building, mantaining and tuning your car with several quests on a huge GTA like map. I would absolutely get addicted to such a mod.

bjornna
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Ermin, i just wanna thank you for bringing this type of content for us. You are one of the few people that actually see how good BeamNG can be one day (don't get me wrong the game is already great and is one of my most played ones) But it think this factor of reaching a whole new audience will be very very nice to our community, just imagine full race weekends, new modders, and more sales so the devs have a bigger budget to work with. This game has a lot of potential and thankfully Ermin sees that. Nice video man!

pedrolucca
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I'd like to address a few of your points here.

One - Aero.

Given that Beam's aero simulation is good enough that an accurate simulation of a freaking B-25 Mitchell has existed for six years now, with no hacks needed to make it work, with the only real breaks to the aircraft happening whenever a tweak is made to the engine model, I'd say the aero is good enough. It is in fact good enough that engine power loss through altitude is mapped. Seriously, drive a naturally aspirated car on Pike's Peak and just feel the engine lose power the higher you go. The guy who made the map didn't have to patch that in. Given how poor Beam's default race setups are, I think it is more likely that poor suspension setup is what's causing the car to step out of line. Even then, a lot of cars don't seem to run nearly the same amount of wing as their real-life counterparts. It could also be that the fictional designs of each car also has a detrimental overall effect on the aerodynamic handling of the car in question. I think that this might be part of the problem, as part of the redesigns for a lot of cars also involve some rather significant alterations to the car's overall appearance. It could also be that the wings themselves are not strong enough to not flex under the stress of high-speed driving, and that's what is causing the issues.

Two - Tyres

At one point, BeamNG had indestructible motors that only died to excess heat from an empty radiator.
At one point, BeamNG did not have brake temperature simulations, let alone brake fade.
At one point, BeamNG did not have wheel configuration support.
At one point, BeamNG DID NOT HAVE FORCE FEEDBACK.

At this point, BeamNG has ALL of these things.

I suspect the reason tyre temperatures are not implemented is because the developers would rather have perfected the tyre model BEFORE adding things like tyre heat and degradation. It would make more sense to make a highly accurate tyre model and then add degradation, as opposed to having to tweak the heat and degradation models every time you make a change to the core tyre model. I suspect wear and degradation is in the pipeline, just after they've worked the last of the bugs out in the tyre physics code.

XandreUK
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regarding FOV- go to gameplay options set camera ''driver'' to desired fov and the shake effect is adjustable too, ABS is typical for roadcars but yeah race cars have different tc an abs and I aggree with the rest points although racing AI and some kind of Rally stages generator similar to the one from DIRT4 would be a dream, can't wait for part 2!

Oskier
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funnily enough BeamNG, with the help of the modding community, is shaping up to be the dream game I was thinking about when I was in 5th grade 10 years ago, a heavily realistic driving game with realistic crashes and you can do anything, rock crawling, monster truck driving, drifting, it's all doable, even the ability to make my own maps is there, granted it's a complex process, but you can, it's no wonder why I've racked up over 2600 hours in this game since November 2016

Cobra_
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7:20 Personally, I think movement of the cockpit feels more realistic (i.e. immersive) than when the view is firmly planted to the interior like a locked off camera. Though, I guess in situations of quick side to side swerves like what was shown, I could see how the shifting around of the cockpit would be distracting. Would be nice if there were a scale so one could choose how much or how little the cockpit moves.

jasper_of_puppets
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I designed an adaptive stability control system for BeamNG that goes beyond just intervening once a skid is detected. The aim of my system is to prevent the skid in the first place, by cutting power to transfer weight to the front when abrupt steering input is detected, and nudging individual brakes hundreds of times every second to keep the car as controllable as possible, in contrast to the stock ESC's stabs at the brakes once the vehicle has slid quite a bit. Through the FFB, you can feel this system dithering the brakes if it anticipates understeer or oversteer.

aspecreviews
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This is a powerful simulator with a HUGE potential!!!
Best physics and damage model I've ever seen.

rodrigopinchiari
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2:25
Why did I feel like he was going to say
"Consider getting stuck in the washing machine and your step relation will come to the rescue"

saimchoudhary