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번역 관련 문제 보고
Now I’m not saying beam has a perfect portrayal of tire physics (they made a dev post sometime last year talking about the main issue, a wierd physics “gray zone,” plus there are no tire thermal/wear physics,) however it appears to be 95% there.
having played with a wheel and driven a real car i can say beamng is actually one of the most realistic car games out there. also if you are using a keyboard then thats your first problem, id use a controller at least. also you really gotta get a feel for the cars and how they drive, every one is slightly different.
Not correct. Tire compound affects road holding. Old days of radial/cross ply (mixing between front/rear resulted in fatal consequences) - look it up. Today we have tires made of different compounds https://help.summitracing.com/app/answers/detail/a_id/4685/~/what-tire-compound-is-best-for-my-car%3F winter/summer and all year round tire compound. Previous to my synthetic Goodyear front tires, my car would under steer badly at the same corner at quite low speeds, now with the synthetics it grips permanently with no tire squeal or under steer at a much faster speed and front wheel drive. Another factors that games cannot replicate.
Racing cars have specialist tires that work at optimum temperature and will more or less keep a car glued to the road, as long as the temps are kept high. So if Beam was to be correct, the faster you went the hotter the tire becomes and the better the road holding and grip.
Instead we get worse handling and road holding and no temp increase whatsoever in the game the faster we drive. It stays the same regardless.
Your getting caught up in a lot of hype, here. This is factual.
This is a game about crashing physics not about tires
in particular, beamng handling is good, as long as you stay away from beamng cars, which have terrible setups*. automation cars do port very well to beamng, but you can't just look at the low cornering speed to get an idea of car handling.
high speed cornering gives a somewhat more appropriate close idea of handling, but the graph is a plot on ideal conditions, possibly with the car under traction, I don't remember the detail, but whether you're braking, accellerating or coasting has a huge impact on results.
*almost invariably the default car are setup with massively oversteer, so they play well with the default keyboard, and if you use the default keyboard, the car will be always understeering as you cannot give a partial steering angle.
Well this part may be wrong as BeamNG taking into account many thing about tires (They can be even punctured) and as menioned it lacks maybe only tires temp and wear.
If they add it one day then it can compete with other sim games but as I mentioned in OP there is weird lack of more true and believable car handling.
This right here
So far BeamNG is far better than AC. That game? Understeer simulator for no reason you HAVE to trail brake to turn at nearly all times, unrealistic.
Is BeamNG better than RF2, AMS2, or iRacing? Probably not but it's getting there, it needs more work in general.
Snowrunner models punctures. Also ice tires,snow tires,off-road tires in varying sizes,widths
all with modelled friction. The trucks even model suspension damage amongst other component modelling. spintires does the same minus the ice,snow physics.
If Beam was to believed in the tire dept it would carry a brand name to emphasise it’s ‘realism’.
Take for example European Truck Simulator 2. It carries fully endorsed branded tires on its trucks: Goodyear,Michelin: that the player has several different compounds to choose from.
Like Snowrunner, Beam has just taken a generic setting and implied it to the game. Except that Snowrunner takes it to another level with road and off-road conditions. Which Beam doesn’t do and can’t as it has no mud,snow or ice with proper physics. Ie no deformity of surfaces or tire tracks.
If you want bragging rights then you need to back it up with a comparison.
Also regards snappy steering, modern cars have electronic steering control which gives quicker response to turn in an emergency at low speed and controls the snap response at high speed, so as not to roll the car or put it into a 360 incident. Again games like F1 model steering response which could be put into Beam to negate the variations in controller used. But all of this is subject to the engine capabilities.
has nothing to do with how anything in beamng works at all regarding physics
Is that the best comeback…seriously after putting up references to tires in in mud,ice ,snow physics.
In case you’ve completely missed the discussion, it’s about tires and the lack of bragging rights applied to them in Beam. There’s not one jot of authoritative literature to be had to tires in the game.
As I’ve said, ETS2 has official tires from Michelin and Dunlop in the game, providing info. Where is Beam’s ‘official’ tires.
Or put it this way, all tires on every car on the road is branded. Be it unknown or fully known, by law they have to past all safety tests to be used legally,
So back to Beam. Provide proof that these in-game tires are branded following tests and information that correspond to real-world tires and their behaviour. Then we have an equal footing to discuss bragging rights not just a bunch of forum users saying “it’s real” because I say so.
They are not real as per the real world, because they can’t be, but they can model branded tires data. Which is what I want to see.
Till then it’s all bull….
No one is arguing about the engine physics -BeamNG.
Even F1 games model tire wear and overheating, something that Beam doesn’t do either.
People somehow thing they are Michael Schumacher because they play this with a wheel and pedals. Like thinking your Tom Cruise because you bought a HOTAS in Falcon 4. It doesn’t change anything about the game. Maybe in your head, but that’s about it.
Here’s a modders take on the official tires in ETS2 and taking data
https://ets2mods.lt/euro-truck-simulator-2-mods/ets2-partstuning/real-tyres-mod-v6-0-1-27-x-1-30-x/
That also has wet weather grip, noise braking. Be it so.
Do you believe that non existent tires in Beam represent real tires when they present no data whatsoever and yet we have a load of forum users that no nothing about tires, bragging that they do in a game that doesn’t even present a real world equivalent? You realise how stupid that is. The first thing someone is going to say is “show me the real world proof” of where you get your facts from.
Here is BeamNG take on tires
https://www.beamng.com/game/news/patch/a-look-at-tire-development-in-beamng-part-1/
But this is just ‘pulled’ out of the sky figures. Like I said, go to a manufacturer of tires and put their name and data to a tire, then I Will believe you. Once they’ve driven it and said, “yep that’s how our tires would handle in a real life scenario”
I honestly couldn’t care less about forum comments unless there’s conclusive evidence as to where Beam get their data from and whom supplied it (name/company). Till then it’s a badly handling game that doesn’t represent real life (32 years driving with a multitude of tires,weather conditions and vehicles - inc worn steering and shock absorbers and worn brakes) Trying to match real-life with a game is a dodgy area in anyones eyes, especially vehicle handling on such a complex scale. There’s no tactile feedback, no foot pedal pressure, no weight on the steering wheel - or lack off on ice,aqua planning, unequal tire pressure, tread depth or my backside sitting in the seat!
As a crash simulator, no one is debating that - though even that is dodgy with engines still running when the vehicle has plunged off a cliff to the point of being flat! The whole front end mangled and yet it’s still drives along with full transmission….it’s happened many a time which couldn’t due to electrics being destroyed (no spark or fuel delivery)