Assetto Corsa

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RockBinkie 11 ABR 2015 a las 20:17
BeamNG Tyre Model
Some of you guys who are into the tech behind sims might enjoy this blog post from the BeamNG Dev. I found it quite fascinating.

http://www.beamng.com/entries/115-A-look-at-tire-development-in-BeamNG-(Part-2)

What here is similar to Assetto Corsa's tyre model? What works differently? I have just purchased BeamNG and am very much looking forward to having a play this afternoon, the game looks pretty promising right now :)
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RockBinkie 11 ABR 2015 a las 22:08 
Well after about an hour of playing, the game feels very promising! For anyone who is looking for a game to drive around, crash, skid and what not, this is a lot of fun.

There are a few different maps. I haven't tried them all yet.

I'm not sure if it's just me or everyone, but no FFB is implemented as of yet. It's still alpha though, so no complaints!

The premise for the game is good and it's comparible in a few ways to wreckfest and yet so totally different.

All in all I am loving the quality and variety of sims coming out at the moment.
Última edición por RockBinkie; 11 ABR 2015 a las 22:08
RockBinkie 11 ABR 2015 a las 22:26 
Well Wreckfest started out the same way. It was originally just a damage model too way back in the early development stages. You can find videos online which show the same sort of footage BeamNG are making now, back then Wreckfest (At the time simply Next Car Game) didn't seem to have too much direction either.

The main discussion point here though is really the tyre model, not the game itself, as this is the AC forum after all. It is interesting to people who enjoy the modelling behind complex systems and like to understand how different developers are approaching it, the merits of each method, and the not so good points.

Regarding the handling though, I agree it's not quite there... but alpha development stage, I had no expectations. All it had to do was something that resembled driving a car.
Marty 11 ABR 2015 a las 23:38 
Beam ng driving physics are horrible the crash physics are cool but I just drove it woth a keyboard as it really makes no difference or point to use a wheel with it. Wreckfest is also rubbish in terms of driving model and I got bored of that within a few laps. Have tried it after a few updates but the driving is terrible with a wheel and if I want to crash id rather use beam ng.

If I want to actually drive something id use ac or multiple other sims before either of these. Wreckfest will be popular amongst the arcade fans but i dont find anytbing in it that interests me. I bought it thinking it may be fun but didnt find that, in beam ng I spent a few hours just crashing things as the damage model is pretty cool there.

Beam ng is more a tech demo then a driving sim as the driving itself is very poor along with the actual car physics.
RockBinkie 12 ABR 2015 a las 18:24 
Publicado originalmente por mr munkee:
Publicado originalmente por RockBinkie:
Well Wreckfest started out the same way. It was originally just a damage model too way back in the early development stages. You can find videos online which show the same sort of footage BeamNG are making now, back then Wreckfest (At the time simply Next Car Game) didn't seem to have too much direction either.

The main discussion point here though is really the tyre model, not the game itself, as this is the AC forum after all. It is interesting to people who enjoy the modelling behind complex systems and like to understand how different developers are approaching it, the merits of each method, and the not so good points.

Regarding the handling though, I agree it's not quite there... but alpha development stage, I had no expectations. All it had to do was something that resembled driving a car.

Wreckfest did not start out as just a damage model. It had a direction from the very start, if you saw it on kickstarter long before anyone got to play it. The tech demo was simply the first thing they let people play, but it had more stuff before that. They purposely built that playground to give people something to play, it wasn't the start of the game... It was going to be a derby styled game the whole time. Beam on the other hand hasn't had a direction the whole time and still doesn't.

Sure tyre model stuff is interesting, but seeing stuff about the BeamNG tyre model like that just makes me think how useless it is that it has any complexity to it since it's so terrible anyways.

Beam is purely a physics engine, it would be unusual if it had a direction.

Anyway, youre steering this discussion further off topic, which is tyre models.
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Publicado el: 11 ABR 2015 a las 20:17
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