what about scrathes? or particles after crash (that was in 0.01 - 0.05 version of the game) that made even game that was in 0.01 have better crashes than the 0.27 one
@@llllllllllllllllllllllllll4313 personally I think a lot of the newer vehicles have better jbeam making crashes look a lot better. But it's not solely a crashing game anymore; the devs have improved the driving and handling of cars a ton. Also remember that realistic crashes aren't always the best looking. Cars don't crumple like a tin can irl like they do in movies or other video games. As for scratches, if I remember correctly they are working on that. It's an extremely difficult mechanic to implement because of how the physics engine works. Same with dirt and mud splashing and radial blur to a certain degree. But we should see it in the future. Not only do they have to figure out how to implement it, they have to figure out how to optimize it so it's not like jet fuel for your PC.
@@possibleproblem479 i agree with you, i meant that particles made it more realistic and they removed idk why. When beamng gonna have 1.0 version then oh man.
@@possibleproblem479 cars do crumble, and they are meant to, in the event of a crash they use the engine as a crumble zone to absorb the impact, i assume you didnt know this
I think this might be the only game which simulates automatic transmissions accurately. Most games make the car always shift at redline basically, but in BeamNG when you drive gently, it will keep the revs down. Older cars will shift much more sluggishly, even if you floor them they will think for a while and only then shift, while newer ones will keep you in the power range for longer if you have driven them aggressively for some time.
When the exhaust rips off the sound changes to reflect the lack of mufflers, exhaust backfire is simulated realistically to reflect whether your engine is burning oil and it can be used as a damage diagnosis, the tires collapse when you go so low under water that the water pressure is greater than the tire pressure, sometimes you can notice crash welding which mimics material getting tangled up, there's like a cushioning effect with collisions which helps when you spawn inside terrain or hit a wall extremely fast which is noticeable only in slow motion freecam as the nodes go inside the material they hit for a short moment, hypermilling is very realistic when you're low on fuel and the engine starts choking, not sure, but I think when the engine is choking it also simulates the angle of the car which can sometimes lead to fuel that's still there, but inaccessible by the engine, only problem with hypermilling I found before the ignition update is you can have a high final gear ratio and just let the starter motor pull the car in max gear up hills to save fuel, don't try this since irl it would destroy the starter motor belt and gear
I was wondering if you could test wind while being in the utah mines or when you have a car next to a big rock and the wind is coming from the other side like 🚘⛰< wind (would the cars move? Would it not?)
I think there’s no other game that simulates EVs this good
There is no other game that simulates any vehicles this well.
@@Atlas.Brooklyn asseto corsa
@@bootyboy43 The damage and suspension is much better in beamng. Asseto corsa is still a great game though.
Who cares? EVs suck
The whole game is a masterpiece
I'm always amazed at the level of detail in this game. I honestly didn't know that bypass shocks were actually simulated
what about scrathes? or particles after crash (that was in 0.01 - 0.05 version of the game) that made even game that was in 0.01 have better crashes than the 0.27 one
@@llllllllllllllllllllllllll4313 personally I think a lot of the newer vehicles have better jbeam making crashes look a lot better. But it's not solely a crashing game anymore; the devs have improved the driving and handling of cars a ton.
Also remember that realistic crashes aren't always the best looking. Cars don't crumple like a tin can irl like they do in movies or other video games.
As for scratches, if I remember correctly they are working on that. It's an extremely difficult mechanic to implement because of how the physics engine works. Same with dirt and mud splashing and radial blur to a certain degree.
But we should see it in the future. Not only do they have to figure out how to implement it, they have to figure out how to optimize it so it's not like jet fuel for your PC.
@@possibleproblem479 i agree with you, i meant that particles made it more realistic and they removed idk why. When beamng gonna have 1.0 version then oh man.
@@possibleproblem479 cars do crumble, and they are meant to, in the event of a crash they use the engine as a crumble zone to absorb the impact, i assume you didnt know this
@@smolltaco5667 I'm aware of crumple zones, I'm referring to roll overs or the general durability of cars in general.
I think this might be the only game which simulates automatic transmissions accurately. Most games make the car always shift at redline basically, but in BeamNG when you drive gently, it will keep the revs down. Older cars will shift much more sluggishly, even if you floor them they will think for a while and only then shift, while newer ones will keep you in the power range for longer if you have driven them aggressively for some time.
3:07 not only is that bloom, that is also boom.
You should show a bloom effect on the reflection of the sunlight on the car which is pointing at the camera
The whole video had crazy attention to detail, you really put work into making it all fit together perfectly
Another ATD! Let’s go!
3:28 this is extremely cool
Such a well made video, awesome job!
Lovely transitions!
I never noticed the last one, but that’s actually cool
This update brought so many new details!
The AI that turn on the lights at night was in 0.25 too
SO cool that they've made a refueling system, but i've never drived a car for that long without ripping it apart lmao
I appreciate your work
When the exhaust rips off the sound changes to reflect the lack of mufflers, exhaust backfire is simulated realistically to reflect whether your engine is burning oil and it can be used as a damage diagnosis, the tires collapse when you go so low under water that the water pressure is greater than the tire pressure, sometimes you can notice crash welding which mimics material getting tangled up, there's like a cushioning effect with collisions which helps when you spawn inside terrain or hit a wall extremely fast which is noticeable only in slow motion freecam as the nodes go inside the material they hit for a short moment, hypermilling is very realistic when you're low on fuel and the engine starts choking, not sure, but I think when the engine is choking it also simulates the angle of the car which can sometimes lead to fuel that's still there, but inaccessible by the engine, only problem with hypermilling I found before the ignition update is you can have a high final gear ratio and just let the starter motor pull the car in max gear up hills to save fuel, don't try this since irl it would destroy the starter motor belt and gear
I’ll look for them now!
the transition between the blue and orange car was amazing
Thanks!
3:20 does the wind make the fire burn harder because of the more oxygen?
I don’t think so. But to be sure I’d need to try it out
I wish traffic AI would turn on their lights automatically in tunnels - or do they do that already?
I need a second life just to play this game.
BeamNG ❤️
AI doesnt only turn on the lights at night, also in tunnels.
How do you drive so smoothly? Every time I drive (even with a controller) the car goes ⬅️➡️⬅️➡️💥
I’m using a steering wheel, maybe that’s the reason
@@SkyFall4839 oh, that makes sense
Still, you drive really well, I usually crash (with or without premeditation) after 1 minute of driving
Dont just smash the gas bruh
@@smolltaco5667 he cant stop smashing the gas
the gas button on the controller isnt like a pedal
@@gh0stfe4 cant you press it half way on the controller? And if so you could let off and press again like keyboard
I'm second
Who
I was wondering if you could test wind while being in the utah mines or when you have a car next to a big rock and the wind is coming from the other side like 🚘⛰< wind (would the cars move? Would it not?)
It would most likely because the wind simulation is very easy
@@SkyFall4839 well, beamng now knows what to make more realistic next update