BeamNG is constantly improving, they recently launched an update in wich they improved force feedback, some people made videos about it. Their developers are constantly adding new content and impovements to their maps, cars, physics, sounds and much more. If they someday implement an online racing system as intuitive as the Gran Turismo series or ACC, it will be one of the best days for simracers, since this game has a LOT of potential to be the definitive racing sim.
Is has the MOST potential out of all games I've known. Physical buttons are now becoming a thing. And some modders have found ways to make it so you interact with the engine to get it going if it was old. One thing to note is that the beam devs spent 2 years on 0.27 update and some of it was spent on the research of the trophy truck suspention. Its so realistic how it works and they even implemented fluid physics to the suspention (cant explain it all, too complicated 💀) But that what I mean, and the games performance is going to get better when they include vulcan. And they have no intention to stop. 👌
@@nerfgodbigguy1405 yeah, it's constantly getting better and better, the devs really care about their game and the community. The optimization in vulkan API is amazing already even though it's in beta, it needs some improvements with the buttons that sometimes don't work (like when you select a map, a spawn point and the big orange button doesn't work, you need to double click the spawn point. Happens with other buttons too but I play with joystick so it's not that big of a deal for me). I've gone from 70 - 90 fps max graphics 1080p on OpenGL to like 130 - 160 fps max graphics 1080p just changing to Vulkan (GPU: RX6800), it's truly amazing
Yes, it's also difficult for me to imagine the circumstances in which RBR 2.0 may appear. But on the other hand, BeamNG consists entirely of mods. So, still the impossible is possible in theory.
@imagineracer yes, I agree since nowadays RBR is a game revived with one of the best game communities on gaming world but still realistic and smooth that even a blink can put you out of a rally stage
haha, a couple of weeks ago I asked you if you plan on comparing beamng with rbr and you said no, but here we are xD Great video, as always! Both games gave me the impression you explicit here
Thanks for the feedback! Yes, I remember your comment)) Indeed, I was stopped by the fact that rally in BeamNG is still in a very raw phase. But I recently entered this game and eventually got carried away. And when I spend a lot of time in some game, my thoughts begin to accumulate, and, yes, it all ended up with this video))
I rather see this situation this way: Force Feedback in different cars is very different in BeamNG. In some cars and mods I really like FFB, in some cars Force Feedback is practically empty. The same can be said about sound.
I absolutely agree. As far as driving experience goes, these two come on the top among all of them. It's a pity that BeamNG doesn't have a solid race framework. Maybe yet. Huge potential and longevity. There are other aspects that others do better though: DiRT Rally gravel feels better, KT's tarmac is sort of the best in rally sims, Seb Loeb EVO has the best stage dynamics Despite that EA-WRC is a quite decent overall game, unfortunately is at the end of the day is rather boring to drive compared to all above.
The newest update to beamNG emphasizes rally, and brings rally tracks with rally navigating etc. so much more focus is going to be given to the rally genre, also from modders
Project BeamNg.rally made by people playing with controllers. You can see it on their youtube videos. That's why it's so slippery when yoi play with steering wheel. And this illustrates the main problem with mods in this game.
Mod creator on personal account. It is slippery because the tires are accurate 80s rally tires. I also do have wheel it is just far easier to switch to controller when showing off the mod + at the time I didn’t have my mic setup for my rig. You can see me driving on wheel in more recent videos on the Track Broseff channel :)
BeamNG is very good for rally, especially rally driving non-rally cars like RWD muscle cars etc. ... however it is riddled with bugs, has no pace notes... mods don't always work properly especially after updates ... I constantly have to repair or reinstall to fix all the issues ... its just a headache, driving is amazing yes... but I just recently installed RBR RSF and I can't stop playing it
Yep, RBR RSF is much easier to use. But in my case clearing the cache before launching often solves all problems with BeamNG. I also like the wide possibilities BeamNG gives. Well, if we talk exclusively about rally, then RBR is unattainable at the moment, and perhaps for decades to come. RBR is my biggest love now.
Clearing cache before launching often solves all problems with BeamNG in my case. I also like the wide possibilities this game gives. Well, if we talk exclusively about rally, then RBR is unattainable at the moment, and perhaps for decades to come. RBR is my biggest love, can't stop playing it as well.
beamng is the best deiving simulator ever, and its always getting better. also with the ai pacenotes mod there are many stages with pacenotes and its quite easy to make your own notes on any map and route you want!
I didn't really like AI pacenotes in Italy. I agree that you can prescribe your own pacenotes for each stage, I installed RaceLink for this. But frankly, compared to RBR, where you just set the game and have everything at once, BeamNG is significantly inferior at the moment. But "its always getting better", here I fully agree.
Rbr takes me 130gb and beamng 60gb with mods, in rbr the car always does what I want it to do and feels very realistic but same as beamng but the car doesn't always do what I want it to do but they are still the best car games rn that actually feel realistic and u don't even need a crazy pc for them I have an r5 1500x and rx 570 4gb and beamng runs at 40fps on ultra with traffic
I just released "Custom Rally Pacenotes" for BeamNG and it sounds like you should try it - so far I'm the only one who has recorded any notes for it, but I'd be interested about what you think of my calls and their timing
I'll take a look when I have time. In general, yes, good pacenotes is what this game needs. But for me now the standard to follow is what the guys have accomplished in Assetto Corsa. Rally Copilot App - www.patreon.com/posts/rally-mode-and-108881891 If someone did something like this in BeamNG, it would be great.
i would be pleased if you do similiar video with assetto corsa rally? It could end up very close fight because plenty of rally cars (not best made but still keep up) and a lot tarmac stages i mean very lot , also few gravel one , also force feedback feels grate so why not?
Yep, I am considering this option. Thanks for the recommendation. I am stopped only by the moment that this game was originally completely oriented towards tarmac.
@@imagineracer assetto got gravel update lately although there is maybe 5 stages in gravel its good rally sim base in tarmac also more forgiving and accurate ffb
The problem is that tire physics in beamng is not that good, the tire model, you loose grip too fast, is not gradual like in a real car, and the areo too, is not that advanced, i love beamng, i consider it less boring than rbr cuz u can do a lot more that rally. But the tire model is not it. Even the temperature is always at perfect temperature, i know that there are mods for that but still. Im sure that the handling is less realistic than rbr. if only we had the handling of rbr and the damage model of beamng combined. And i played a lot of beamng 600 hours, but im on a dd on vr. and i always try to improve my driving. So even tho they are just 600(mabye more because beamp dosen't count the hours) im pretty fast, i did races in a lot of servers. I was surprised in how much more grip there was in rbr. It almost didn't feel realistic, but then i noticed that it was because beamng was not realistic, because of the tire physics.
At the level of my sensations BeamNG is very close to realism. It would be interesting to make a detailed physical analysis of physics in RBR and BeamNG. But it is also worth considering when we are talking about BeamNG the physics of a particular car. Each car has its own feedback here. Some mods have a very high-quality feedback, some have absolutely empty one.
The games always been improving alot. That being said ,the devs have taken in people suggestions about the game. I'm pretty sure they explained that ,they acknowledged the tire system was out of date, they have it on the backboard as they have things to focus on ,like making the game stable and such. But they are improving the system as they go along. So that may mean that they keeping.in the backboard for the right time to make it the best that they could.
@@nerfgodbigguy1405 Also I’m sure that is really difficult to implement in a game like beamng were everything is dynamic the tire models itself is based out of nodes, beamns and triangles. There is not script, its all dynamic based on the physics of the game itself. Maybe the issue is that is not “precise” enough for now, i don’t know if is just an engine limitation and there is nothing that they can do or there are works around it or they just didn’t have time to implement it. They are concentrating on other things like you said i guess.
@@gabls4352 They've already got the basis of tire phyics down. I think there's a misunderstanding of what the nodes and beams do. The game itself is based on beams on nodes but using the tires width and position a "tire-to-ground" contact patch is calculated. But its a little off, but, modders have made it accurate enough so that temps and tire wear can be also calculated by how much weight is on that tire and how much its breaking free from optimal grip (which both of these are already situated in beam and you can use that info). Thing is, the mod that created this tire wear is always alittle off, and the fact that tire compounds and ground surfaces in beam are different and all need tweaking (as mentioned in this video). This all makes it hard for the devs in the first place, other things need fixing to make it applicable. It's not really the case of if they can do it with the engine and the limitations, more like how will they get through the complex things needed for this to work. (Both sentences are kinda similar tbh 💀).
@@gabls4352 They've already got the basis of tire phyics down. I think there's a misunderstanding of what the nodes and beams do. The game itself is based on beams on nodes but using the tires width and position of the nodes and beams, a "tire-to-ground" contact patch is calculated. But its a little off, but, modders have made it accurate enough so that temps and tire wear can be also calculated by how much weight is on certain segments of the tire and how much its breaking free from optimal grip (which both of these are already situated in beam and you can use that info). Its clearly shows that it can be done to a certain extent.... Thing is, the mod that created this tire wear is always alittle off based on everything else, and the fact that tire compounds and ground surfaces in beam are different and all need tweaking as changing (as mentioned in this video) for certain things to happen. This all makes it hard for the devs in the first place, other things need fixing to make it applicable. It's not really the case of if they can do it with the engine and the limitations, more like how will they get through the complex things needed for this to work. (Both sentences are kinda similar tbh 💀).
It's weird, I responded to your comments on the first day. Apparently UA-cam is acting up because of links. Anyway - EMG S160 WRX 2020 3.0 - www.beamng.com/resources/emg-s160-wrx-2020.13494/
It's weird, I responded to your comments on the first day. Apparently UA-cam is acting up because of links. Anyway - Volvex R3 WRC & Rallycross Pack 1.4 - www.beamng.com/resources/volvex-r3-wrc-rallycross-pack.26537/
BeamNG is constantly improving, they recently launched an update in wich they improved force feedback, some people made videos about it. Their developers are constantly adding new content and impovements to their maps, cars, physics, sounds and much more. If they someday implement an online racing system as intuitive as the Gran Turismo series or ACC, it will be one of the best days for simracers, since this game has a LOT of potential to be the definitive racing sim.
Is has the MOST potential out of all games I've known.
Physical buttons are now becoming a thing.
And some modders have found ways to make it so you interact with the engine to get it going if it was old.
One thing to note is that the beam devs spent 2 years on 0.27 update and some of it was spent on the research of the trophy truck suspention. Its so realistic how it works and they even implemented fluid physics to the suspention (cant explain it all, too complicated 💀)
But that what I mean, and the games performance is going to get better when they include vulcan.
And they have no intention to stop. 👌
@@nerfgodbigguy1405 yeah, it's constantly getting better and better, the devs really care about their game and the community. The optimization in vulkan API is amazing already even though it's in beta, it needs some improvements with the buttons that sometimes don't work (like when you select a map, a spawn point and the big orange button doesn't work, you need to double click the spawn point. Happens with other buttons too but I play with joystick so it's not that big of a deal for me). I've gone from 70 - 90 fps max graphics 1080p on OpenGL to like 130 - 160 fps max graphics 1080p just changing to Vulkan (GPU: RX6800), it's truly amazing
@@ElFabiancitoUwU ikr....
RBR will be always the goat of rally, you cant find nowadays a rally game with those physics and handling so realistic
Yes, it's also difficult for me to imagine the circumstances in which RBR 2.0 may appear.
But on the other hand, BeamNG consists entirely of mods. So, still the impossible is possible in theory.
@imagineracer yes, I agree since nowadays RBR is a game revived with one of the best game communities on gaming world but still realistic and smooth that even a blink can put you out of a rally stage
Physics aaaaaandddd ffb quality
driving RBR in chase cam should be considered criminal offence.
It's DirectorsCut replay)) I only use a bonnet camera in RBR.
Mature and wise king of rally versus a young prince who hasn't decided what he wants to do with his life
And so he decided to become a Master of all Trades
And so he decided to become a Master of all Trades
haha, a couple of weeks ago I asked you if you plan on comparing beamng with rbr and you said no, but here we are xD Great video, as always! Both games gave me the impression you explicit here
Thanks for the feedback! Yes, I remember your comment)) Indeed, I was stopped by the fact that rally in BeamNG is still in a very raw phase. But I recently entered this game and eventually got carried away. And when I spend a lot of time in some game, my thoughts begin to accumulate, and, yes, it all ended up with this video))
FFB is the problem in BeamNg. if it had assetto corsa ffb then it will be deffenetly my go to sim
I rather see this situation this way: Force Feedback in different cars is very different in BeamNG. In some cars and mods I really like FFB, in some cars Force Feedback is practically empty. The same can be said about sound.
both have good physics and ffb. rbr is slighty better because it's a pure rally sim.
I absolutely agree. As far as driving experience goes, these two come on the top among all of them. It's a pity that BeamNG doesn't have a solid race framework. Maybe yet. Huge potential and longevity. There are other aspects that others do better though: DiRT Rally gravel feels better, KT's tarmac is sort of the best in rally sims, Seb Loeb EVO has the best stage dynamics Despite that EA-WRC is a quite decent overall game, unfortunately is at the end of the day is rather boring to drive compared to all above.
The newest update to beamNG emphasizes rally, and brings rally tracks with rally navigating etc. so much more focus is going to be given to the rally genre, also from modders
Oh, really? It sounds very cool. I'll check it soon. Thanks!
Project BeamNg.rally made by people playing with controllers. You can see it on their youtube videos. That's why it's so slippery when yoi play with steering wheel. And this illustrates the main problem with mods in this game.
Yep, that's pretty much what I said in the video.
Mod creator on personal account.
It is slippery because the tires are accurate 80s rally tires.
I also do have wheel it is just far easier to switch to controller when showing off the mod + at the time I didn’t have my mic setup for my rig.
You can see me driving on wheel in more recent videos on the Track Broseff channel :)
BeamNG is very good for rally, especially rally driving non-rally cars like RWD muscle cars etc. ... however it is riddled with bugs, has no pace notes... mods don't always work properly especially after updates ... I constantly have to repair or reinstall to fix all the issues ... its just a headache, driving is amazing yes... but I just recently installed RBR RSF and I can't stop playing it
Yep, RBR RSF is much easier to use. But in my case clearing the cache before launching often solves all problems with BeamNG. I also like the wide possibilities BeamNG gives. Well, if we talk exclusively about rally, then RBR is unattainable at the moment, and perhaps for decades to come. RBR is my biggest love now.
Clearing cache before launching often solves all problems with BeamNG in my case. I also like the wide possibilities this game gives. Well, if we talk exclusively about rally, then RBR is unattainable at the moment, and perhaps for decades to come. RBR is my biggest love, can't stop playing it as well.
please do a video comparing RBR to assetto rally, they say it's good with the new surface and rally mods
I came here to say this lol. The new surfaces update is awesome in AC
Yep, I'm gonna make such a video. Thanks for the recommendation.
beamng is the best deiving simulator ever, and its always getting better. also with the ai pacenotes mod there are many stages with pacenotes and its quite easy to make your own notes on any map and route you want!
I didn't really like AI pacenotes in Italy. I agree that you can prescribe your own pacenotes for each stage, I installed RaceLink for this. But frankly, compared to RBR, where you just set the game and have everything at once, BeamNG is significantly inferior at the moment. But "its always getting better", here I fully agree.
Rbr takes me 130gb and beamng 60gb with mods, in rbr the car always does what I want it to do and feels very realistic but same as beamng but the car doesn't always do what I want it to do but they are still the best car games rn that actually feel realistic and u don't even need a crazy pc for them I have an r5 1500x and rx 570 4gb and beamng runs at 40fps on ultra with traffic
I just released "Custom Rally Pacenotes" for BeamNG and it sounds like you should try it - so far I'm the only one who has recorded any notes for it, but I'd be interested about what you think of my calls and their timing
I'll take a look when I have time. In general, yes, good pacenotes is what this game needs.
But for me now the standard to follow is what the guys have accomplished in Assetto Corsa.
Rally Copilot App - www.patreon.com/posts/rally-mode-and-108881891
If someone did something like this in BeamNG, it would be great.
i would be pleased if you do similiar video with assetto corsa rally? It could end up very close fight because plenty of rally cars (not best made but still keep up) and a lot tarmac stages i mean very lot , also few gravel one , also force feedback feels grate so why not?
Yep, I am considering this option. Thanks for the recommendation. I am stopped only by the moment that this game was originally completely oriented towards tarmac.
@@imagineracer assetto got gravel update lately although there is maybe 5 stages in gravel its good rally sim base in tarmac also more forgiving and accurate ffb
Ok, I'll take a look in a few days.
The problem is that tire physics in beamng is not that good, the tire model, you loose grip too fast, is not gradual like in a real car, and the areo too, is not that advanced, i love beamng, i consider it less boring than rbr cuz u can do a lot more that rally. But the tire model is not it. Even the temperature is always at perfect temperature, i know that there are mods for that but still. Im sure that the handling is less realistic than rbr. if only we had the handling of rbr and the damage model of beamng combined. And i played a lot of beamng 600 hours, but im on a dd on vr. and i always try to improve my driving. So even tho they are just 600(mabye more because beamp dosen't count the hours) im pretty fast, i did races in a lot of servers. I was surprised in how much more grip there was in rbr. It almost didn't feel realistic, but then i noticed that it was because beamng was not realistic, because of the tire physics.
At the level of my sensations BeamNG is very close to realism. It would be interesting to make a detailed physical analysis of physics in RBR and BeamNG. But it is also worth considering when we are talking about BeamNG the physics of a particular car. Each car has its own feedback here. Some mods have a very high-quality feedback, some have absolutely empty one.
The games always been improving alot.
That being said ,the devs have taken in people suggestions about the game.
I'm pretty sure they explained that ,they acknowledged the tire system was out of date, they have it on the backboard as they have things to focus on ,like making the game stable and such.
But they are improving the system as they go along.
So that may mean that they keeping.in the backboard for the right time to make it the best that they could.
@@nerfgodbigguy1405 Also I’m sure that is really difficult to implement in a game like beamng were everything is dynamic the tire models itself is based out of nodes, beamns and triangles. There is not script, its all dynamic based on the physics of the game itself. Maybe the issue is that is not “precise” enough for now, i don’t know if is just an engine limitation and there is nothing that they can do or there are works around it or they just didn’t have time to implement it.
They are concentrating on other things like you said i guess.
@@gabls4352
They've already got the basis of tire phyics down. I think there's a misunderstanding of what the nodes and beams do.
The game itself is based on beams on nodes but using the tires width and position a "tire-to-ground" contact patch is calculated.
But its a little off, but, modders have made it accurate enough so that temps and tire wear can be also calculated by how much weight is on that tire and how much its breaking free from optimal grip (which both of these are already situated in beam and you can use that info).
Thing is, the mod that created this tire wear is always alittle off, and the fact that tire compounds and ground surfaces in beam are different and all need tweaking (as mentioned in this video).
This all makes it hard for the devs in the first place, other things need fixing to make it applicable.
It's not really the case of if they can do it with the engine and the limitations, more like how will they get through the complex things needed for this to work. (Both sentences are kinda similar tbh 💀).
@@gabls4352
They've already got the basis of tire phyics down. I think there's a misunderstanding of what the nodes and beams do.
The game itself is based on beams on nodes but using the tires width and position of the nodes and beams, a "tire-to-ground" contact patch is calculated.
But its a little off, but, modders have made it accurate enough so that temps and tire wear can be also calculated by how much weight is on certain segments of the tire and how much its breaking free from optimal grip (which both of these are already situated in beam and you can use that info).
Its clearly shows that it can be done to a certain extent....
Thing is, the mod that created this tire wear is always alittle off based on everything else, and the fact that tire compounds and ground surfaces in beam are different and all need tweaking as changing (as mentioned in this video) for certain things to happen.
This all makes it hard for the devs in the first place, other things need fixing to make it applicable.
It's not really the case of if they can do it with the engine and the limitations, more like how will they get through the complex things needed for this to work. (Both sentences are kinda similar tbh 💀).
What is the name of wrx mod
EMG S160 WRX 2020 - www.beamng.com/resources/emg-s160-wrx-2020.13494/
It's weird, I responded to your comments on the first day. Apparently UA-cam is acting up because of links. Anyway - EMG S160 WRX 2020 3.0 - www.beamng.com/resources/emg-s160-wrx-2020.13494/
What is the name of the citroen like wrc car mode at 2:18
Volvex R3 WRC & Rallycross Pack - www.beamng.com/resources/volvex-r3-wrc-rallycross-pack.26537/
It's weird, I responded to your comments on the first day. Apparently UA-cam is acting up because of links. Anyway - Volvex R3 WRC & Rallycross Pack 1.4 - www.beamng.com/resources/volvex-r3-wrc-rallycross-pack.26537/
Great video. Too bad you play on potato and games looks like crap...
Thanks! No, I'm fine with my system now: Graphics Card: RX 6800 XT & CPU: AMD Ryzen 7 7800X3D