So, can you make the Bolide handle this track better? We've seen that car is brutally fast, but twitchy and a bit unstable at the best of times. Could be interesting...
i manage to reduce the oversteer in group B version even you drive with a keyboard. now we can floor the gas pedal when launching the car from a full stop. but the problem with 80's aero is they don't have enough ground effect because they aim the top speed. that make when you go up and down from hill or bump the car doesn't want to stick to the ground. ultimately make all of the settings useless.
I'm not even sure where I'd start with the Bolide. It just needs aero bits that actually work to begin with, then maybe some actual brakes, and then some magical way to tune out both the under and oversteer that somehow happen at exactly the same time
I doubt that their most of their 6k average players have sim racing background. Racedepartment, Bsimracing and others are still not covering it either, but games like Kartkraft with a fraction of a user base. I guess Jimmy Broadbent and Ermin are helping a lot to change that, but the playerbase was strong before and probably more the simcade gamepad player. I guess the FFB in BeamNG eats Thrustmaster and Logitech wheels for breakfast and is potentially lethal with a SC2. No triple screen support, no VR, no multiplayer racing, no proper AI racing, very odd cockpit view etc. It was designed as a fun casual crash game without any sim racing in mind first.
@@cmbaileytstc Understeer is a typical character of setups made for gamepad, since they can go full lock to lock without snap oversteer. There also seems some kind of inertia or sluggishness in the steering rack that fits better for gamepads. When the game was released first, sim racing was a very small niche market while now it's likely bigger on PC than casual racing games.
@@Leynad778 It has the same triple screen support as the CM titles, and a bunch of other sims, and the cockpit view is entirely adjustable. I've never heard anyone say the cockpit view is very odd, what's odd about it? It was also actually designed as a physics sandbox. A fun casual crash game would be like Burnout or Dirt Showdown. The argument about controller support is kind of moot when it's actually kind of awful. By default the game will let you go lock to lock at speed in ~1 second which instantly makes the tires slip and you just go in a straight line. The best you can do is try and adjust the allowable amount of steering input based on speed, but that changes for every car. That point also makes me heavily question your "sluggishness" in the steering rack, that isn't a thing at all.
A. This isn't a road car, it's a time attack tune B. even the road cars, from a road car perspective, are kind of shit. A lot of Beams cars drive so horribly that they would be known as suicidal if they actually existed. They slip and spin for no reason, or constantly understeer even on mid-speed corners leading you into the guard rail or off a cliff.
That's one of my favorite things to do, combine tuning with mods and that's one of the main things thats kept me entertained for 1500+ hours of play time
@@JoshuaPlays99 official multiplayer and another city based map for street racing this game would be a great online experience too. I love ripping around the highway in a fart cannon of a car. Would be cool to compare biulds online with other community members
@@Puhdull press Ctrl + W (the vehicle config menu) and then change any part that you like, remember that you have to go through filters like "Body" to get to something like the engine.
@@pallav8725 Thanks! I got it figured it out. For some reason the new Bolide's menu is kinda different compared to other older cars. Any idea how to lower the horsepower of cars beyond the available parts? I would like to drive the Rally Bolide (based on a Lancia 037) but it has WAAAYYY too much horsepower. (400 compared to the 037's ~205)
Thank you so much for giving my favorite driving sim so much airtime, ever since I first downloaded I was afraid that as a small company it would never get the popularity it deserves, all the new downloads you surely cause must surely give the devs even greater motivation to move forward. And a late Boxing Day Merry Christmas!
@@SpecterNeverSpectator depends on how we look at it tbh: for casuals? Hell yes it's popular. But for simracers? I think Ermin helps a lot in that regard as people see the untapped potential of BnG
I'd love to see a video of some sort of guide to tuning in Beam. I dont have any sort of sim racing experience so trying to tune a car in beam (especially race cars) so that i can drive them harder and faster is next to impossible for me. Great vid, and great land yacht!
In my experience, default setups for off road and street cars are usually fine. Race cars though are always over-stiff and tend to be super understeery until they snap oversteer. Oh, and all front wheel drive cars are just terrible. As others have mentioned in this comments section: part of the pleasure of beamng is tuning and getting things to work as you like to suit your driving style
I've never heard anyone say that, and a bunch of street cars also have pretty poor tuning setups. Since they have drive modes, it's one thing for the comfort setting to be squishy, but the sport cars by default also being awful is just poor. What annoys me about beam is if you just change the tune you have to save it as a new config instead of overriding the default tune, so if you fixed all the bad default tunes you'd have "twice" as many configs for no reason.
a tuned covet is incredible. you get the cornering of rwd, the stability of awd, and the simplicity and easy recovery of fwd. that is with good throttle control. a lot of people get into a fwd car in beamng and mash the throttle through everything then call it bad. commitment and a good understanding of how deceleration effects weight transfer goes a long way with fwd.
I have no idea what is everybody talking about, I don't have the game or ever drove a car, can someone explain what do yall mean with both a "driving style" and "tuning it" I mean, I know it means changing it, but changing what exactly.
It's realistic and rudimental at the same time, the way cars respond at speed is pretty realistic but also airflow isn't properly simulated, so slipstream and dirty air don't exist
Seems like Kerbal aerodynamics. Good for the fundamentals but there's plenty of cheats and hacks due to the simplicity of the model (actual aero is crazy complex!!)
I don't think the default setups are bad, just too neutral. They really need fine-tuning towards the driver to get the most out of the car but serve their purpose as a decent generic baseline most people can run with. I've just started doing some fine tuning with cars in the game and it is rather easy to bugger things up. I certainly wouldn't mind a video going over how to dial in the car to get the most out of it. Just recently found the channel and I am digging the content mate.
I like to think of default setups as stock cars: they're there so you can suit them better to your liking. Plus they give you an idea of what you might want It's really apparent when you go into multiplayer and see someone with a default setup and immediately know they most likely aren't a good driver since they didn't bother to tune it
nah, when it comes to the racecars they’re fucking garbage. some of these tunes are especially bad on RWD racecars that oversteer like crazy, making them very difficult to drive
Not a critique at all but could you maybe here or once in your vids explain what you feel is lacking with aero model of beam and maybe ask a dev if you have the occasion ? Since it looks like you're an offical CC now. Because for me (with basic knowledge) it looks fine, and is even more impressive when you look at the debug view, the fact that planes work in this game just thanks to it is already freaking amazing, and, having flow other plane sims, they handle pretty well for something that's not supposed to happen. It's probably more complex than most other sims in the way they do it, and really impressive to see how dynamic it is, hell, even mirrors have their own drag
I'd love to see you take a stock car and keep adding stuff to it and see how much each thing affects lap times. As an added bonus, maybe put only parts that don't add horsepower, so just brakes, tires, different sized wheels, transmission and, aero(? IDK how much of it works).
You could definitely make a huge difference this way. Just switching to an AWD drivetrain would be massive. There's so much more to lap times than raw power.
I know this is like a year ago, but this is basically my favourite thing to do in beam. I'll start with the cheap variant of a car (I've recently been liking the Soliad Wendover) and try one circuit of one race-track, then make small incremental improvments. Like starting by just getting rid of everything unnecesary like passenger and rear seats, door panels etc. Then improve tires, and perhaps the sway bars. Then a small power increase, etc. until it's a full blown race car, each time knocking a second or two off the lap time. It's useful for me because I'm not a great driver (using a gamepad doesn't help) so I can build the car to be comfortable to handle as I improve the lap times.
@@Somerandom1922ik this has been a year ago but what do you do for your game controller settings to feel more real like forza my tires feel like they snap each way
its pretty clear to everyone with a sim racing background that they do suck and that the adjustments are quite effective cause BeamNG is a real sim in its own right
@@maarten3225 i know. but some people seem to think that just because it's got in depth physics that it translates well/realistically to racing. I mean, even driving a normal car is not really realistic at all either. It's mostly for crashing
@@user-wq9mw2xz3j That's old 2017 beamng, not anymore lol, "It's mostly for crashing" is the uneducated 12 year old pleb opinion by people who think iracing is the peak of simulation
I like this video, because lots of people new to sim racing don't understand just how important tuning is. My 2 rules are: "If you want to be competitive, it needs a tune," and "Don't make it 'fast'. Make it comfortable." Shared setups may make you faster, but you won't get all the potential until you make that tune your own, something you can run lap after lap with no anxiety. That's where you save lap time. You don't make a car go faster, you make it work better for YOU to go faster! Oh, and awesome lap, 10 seconds is a LOAD of time to gain with only adjustments!
Loving the Ridge Racer Type 4 menu music! I discovered tuning in Gran Turismo PSP, I made certain cars (R34) fast enough on race tires to up the AI to actual race cars.
I dont want to be that guy, buuut the Nordschleife is by far the worst Track you can think of, when it comes to compare laptimes through setup changes. There is just too much time for human error.
ive found that with any sort of racing setup, whether a super pricy race sim or my Thrustmaster TMX bolted to my desk, a wheel makes any car so much more fast and fun to drive. lapping a race track in a Piccolona stock is somehow fun, and cruising is a whole new experience. cant recommend it enough!
The factory Bolide has become very nice. It has just enough understeer to protect the uninitiated. But that doesn't mean it's not gonna oversteer. It is but only if you're looking for it or if you overdo it. But, in general, it has become a neutral handling car.
I've been slowly working on a Group 5 tune for the Nur. The suspension geometry is all weird and it's hard to compensate for mid engine understeer, snap oversteer, turbo lag and stability all within one tune. I'll post an update here if I manage to make a good tune. So far, I've managed to make a very controllable short track (West Coast, Hirochi, etc.) variant, but the bumps and high speed sections on the Nord are interesting to tune for.
I found that by increasing the gravity just a little bit, downforce felt more like it was there. The only bad thing is the speed loss while going uphill
It is indeed what most youtuber don't mention about this game is the setup part, and how MUCH it changes. I play this game most of the time tweaking the setup more than anything else.
A good way to make the Bruckell handle is to ditch the V8's and put in the V6 with twin turbos, at almost the exact same power output as the hotlap version of the car, its got less weight up front, better balanced/more agile, also the engine is less lethargic.
As somebody who spent 500h in BeamNG and around 100h just in Nurburgring, driving without ABS is much better. You can stop quicket and won’t experience brake fade at the slightest. Just tune down the brake force and you’re good to go.
The supercharger on this car sounds like El Risitas. In my experience just adjusting and balancing the front/rear camber to adjust the corner grip will massively improve a car's performance. You don't need to do much else unless the spring/damper setup is too harsh to keep the car on the road.
Great content aside, you’ve got a great voice for commentary, along with bang on vocab. Can easily hear you as an F1/WRC commentator on tele 👍 Keep it up.
Really enjoyed this video, love the beamng content! Do you think next you could create a guide on how you got to the perfect tune in beamng? Thanks! :)
The continuous fat-shaming you did on the car was hilarious. Edit: go for the fastest possible time you can in a Gavril T-Series around Nürburgring Nordschleife. Big American semi truck setting a hot lap around Green Hell.
After changing the setup, why don't you try to change out some parts to try to make it even quicker? I managed a 6:55 in my AWD turbo V6 build of the Bastion with beam parts, so yea, fite me :)
They changed something about beamng aero, The formula 1 car doesn't go flying anymore if you get air under it, which it will not do in real life but looks like it's now too weak and it was too strong before at least in formula cars
I seem to recall that in the previous video of this car on the Nordschleife, you did _not_ turn the traction control and/or anti-lock braking off. Besides the suspension parts tuning, that should have made a big difference if you turned that stuff off for this video.
I'm not sure what to think after this video. I feel like the race variant of the car should come with a perfect race tune but than noone would tuch the tuning menu and it would take away a big part of the game. (I just wish there would be a really good documentation on what exactly each slider does.)
There is no such thing as a "perfect race tune", both in simulators and in real life. Just about every simulator out there requires that the player make per-track alterations for each racetrack they go on. Even things like ambient temperature, humidity and wind speed can have massive effects on what was a veritable weapon of a setup the day before. You have to tune the car for the most common type of corner on a given track; what makes a car good on low-speed turns can make it jittery on high-speed turns and vice versa. Things like toe-in and camber can make for cars that are agile in any corner but would suffer for it on the straights, or stable on the back straight, but not unstable enough to really throw the car into a corner. Some turns have positive cambering (think the carousel), others are level and others have negative camber, where the road falls away from the apex. On a race track with all three, which of those three types of turn do you prioritise, knowing specialising in one will ruin the car's pace and handling characteristics the other two? Or do you compromise and get something that is only decent, hoping your sacrifice in specific pace is made up for in gains made to your overall pace? And what you consider the "perfect setup" might be undrivable to someone else, whilst you might have a setup that costs you seconds a lap, only to find that someone else is holding lap-records with that same tune. It could even be that the gap between the first five spots on a fastest laps board are wildly differing setups, with the only difference between all three being human error. And how do you find the perfect setup? You run 100 laps of a track, finding the average delta. You tweak something. If it's faster you keep the tweak and modify something else. If it's slower you undo the change and modify something else. That can take weeks to get right, weeks the developer could instead spend refining the core code of the game. There is no such thing as a perfect setup - just one you keep tweaking until every tweak makes it slower. And even then, there will be someone who has a faster setup than you do. And there is very good documentation on suspension setups. Oftentimes, it can be just a google search away suspensionspot.com/blogs/news/definitive-guide-to-suspension-tuning
@@XandreUK That's not really true. Maybe at the highest echelons of race teams, but no one on race team is going out for qualifying and doing an entire re-tune of their car. You're going to have a decent baseline setup which works well on most tracks, which Beam absolutely doesn't, and then adjust some minor things per track. Short track? Lower gear ratio, no one messes with individual gears. Long track? Longer gear ratio. Maybe adjust the aero up or down and ride height. Minor things you can change quickly, you're not changing every facet per track. That kind of stuff only happens in sims.
@@JZStudiosonline I didn't say a team would do qualifying and tweak the entire car afterwards. Even then, few motorsports allow such a thing. I'm guessing you were basing that on my "Weapon of a set up the day before" line. The point I was trying to get across is that weather conditions entirely outside your control might turn your car from a top-5 runner on Saturday to a bottom-5 scrub on Sunday. The overall point I was trying to make, is that an excellent baseline setup takes a very long time to figure out. Sure, you might make minor changes per track, but the major core setup that you will work with and tweak for an entire season is often finalised during long testing periods, and if you are sticking with the same car, or an annualised update thereof, then you have an entire season of data and driver feedback to work off of. Even the BTCC has at least one pre-season test day when there are no major regulation changes, and it's more or less a guarantee that a lot of teams will have some kind of simulator on-hand to figure things out beforehand. Which leads to my next point; when Gran Turismo, or Forza, or Assetto Corsa release a new car, they have a good baseline because in most of these cases, the dev team would have been given notes on how the car was set up in the real world, and if the simulator in question is accurate enough, then there is less need for a massive amount of work to get it right. The reason Assetto Corsa, Gran Turismo and Forza have such good baselines, is because when they licensed, for example, the Opel Astra Touring Car, they would have been given the car's baseline setup, or a track specific setup as part of the deal. The studio has real-world data to work with. And the auto makers would have supplied that data because they wouldn't want the touring car licensed to appear in one of these games to handle like a 1960s muscle car on ice in the corners, as it would be a misrepresentation of the car's actual performance. Now, where is the real-world data for the Civetta Bolide? The Hirochi Sunburst? These cars may have taken design cues from real-world cars, but the correct suspension setups would still have to be unique based on the distinct layouts of each car, because the wheelbase, weight distribution, stiffness of chassis and even exact mounting point of the engine in comparison to the axle can ALL have massive effects on how a car handles. You can get a good baseline comfort and even sport suspension setup based on similar real-world car data because the general requirements for comfortable ride and slightly sportier suspension are surprisingly similar when dealing with such broad strokes. Even then, most players will be more forgiving of a less-than-ideal handling setup on a comfort or sport model because the cruiser was never meant to hoon around a track at full speed, and the sport models of a car are often a case of slightly stiffer suspension and slightly more power. BeamNG's setups are as poor as they are because I suspect the developers would rather spend eight hours fixing an issue with the tyre simulation than taking the Bolide around a track for eight hours to zero in on the perfect setup, only for the serious racers in the community to scrap their work and start fresh. Again, as I said in my prior comment, what YOU consider a good baseline might be utter trash for someone else. If you're at the point of grousing about poor suspension setups in BeamNG, you're probably good enough to tweak the setup yourself, or willing to learn how to tweak the setup yourself. And what might work for you, might be undrivable for someone else.
@@XandreUK Wow, that's a lot. But I know from experience that Assetto Corsa and Forza do not have good baseline setups. If that was the case in Forza, your first upgrade every time wouldn't be adjustable suspension and diffs. A lot of the higher end sports and race cars are terrible, but they mostly get a pass for slower cars since it's much less evident. The only game I've seen that has good default setups is PC2, where road cars have OEM setups along with a "loose" and... what was the other term? It's been a while. Either way, they actually have decent default setups. Assetto Corsa frequently just has values in the middle of it's setup options, and a lot of cars don't even have adjustable settings.
@@JZStudiosonline The majority of tracks in Forza will see the biggest benefit from better suspension - it is fair to say that in most cases above A, possibly even B class, investing 15,000cr in suspension and diff will get more overall laptime than 15,000cr in speed parts. The reason most folk got for race diff/suspension is simple - it gives the biggest gain possible and as far as I can tell, is only slightly more expensive. In a game where performance is boiled down to a numerical representation, it makes sense to always buy the racing suspension and differential because both offer the highest gains in handling, launch and braking, at which point you then start putting on speed parts. Because at the end of the day, a high top speed is useless if you can never REACH that top speed. And being 30mp/h faster than the other guy down the back straight is useless when that speed advantage only ever lets you catch back up to their rear bumper. Assetto Corsa was made by people who make simulators for those very upper echelon teams you mentioned, so the baseline setups would have been provided by some very competent engineers. When it comes to the race cars, you would be surprised as to how much setup work actually goes into making a car go fast. Ironically, AC's default setups are widely considered to be amongst the better defaults in the hardcore sim scene. As for most of the cars having limited tuning ability, well a lot of the cars are road cars. They don't have a lot of room for modification in the first place. And as for your "OEM setups" claim, I'm pretty sure that the road cars in AC also have OEM suspension setups. Project Cars 2 is not as hardcore a simulator as BeamNG or Assetto Corsa; if you want a good example of this then fire up the Lotus 98T in both games; even with the default setup, at full boost you would actually spin out in place from the torque steer in AC, but does not happen in PC2. If you just booted the throttle in a 98T in real life, you'd spin out in a very similar fashion. If anything, I would place Project Cars 2 in the same vein as Race Driver: Grid, in that it is not as fully realistic as AC but not as arcade as a Need for Speed game. What PC2 does well is the immersion factor; few other Sims I've driven are as enjoyable in the first-person view out of the box as PC2, but as a serious racing simulator? It's not even a contender. It's actually impossible for a high-fidelity simulator to provide excellent "default setups" because every driver wants something different out of a car. It's why some struggle in an on-meta car in ACC yet are capable of almost comical over-performance in what could be considered a rather poor car for the track. If anything, I think default setups are meant to be deliberately safe and slow; something that new drivers can be consistent with and still see themselves growing, and which will encourage them to start working on setups themselves when they realise the car isn't understeering because of what they're doing.
my csl dd feels weird ... its in pc mode ... everythings updated but its a weird contant force feeling kinda like u have power steering but its stronger ... i ussaly have no detail like they say it does ... any help?
@@BuddaDrifts Could you perhaps try lowering the overall gain (strength) of the FFB in the Fanatec software? Just to see what happens then. Also, does that weird feeling appear only when the car is stationary or also while moving?
The set default set ups are not bad at all. Most of the cars are not racecars and are not very modern so they are inherently not meant to race on track. They do not try to simulate the ultimate track time car with default cars unless stated.
Hmmmm, think you should have kept the fuel the same. Cutting the weight down changes a car completely. Maybe try the default one again on the lighter fuel load?
Race cars setups are all wrong but offroad/street cars are pretty good. Never had any problem with Bastion tho. Very controllable without assists and ABS removed. Also: there is guy (Serzari) who did Nord in 7:18 stock setup with gamepad. And it wasn't particularly clean run.
That'd be me. Getting a few seconds quicker than 7:16 is doable even on gamepad with stock tune (Ermin's lap without errors was on pace for that too, to be fair). Still, the default brake bias on cars is often hilariously bad given it takes literally a single minute to dial in, and the amount of full commit throttle steer needed to prevent understeer in this Bastion's stock tune is a big ask for some people
Doesn't anyone understand the scientific method? If you're seeing if the setups are bad DON'T CHANGE THE FUEL LEVEL! Otherwise you won't know if the improvement is from the weight savings or the setup.
Isnt the bolide just like the countach or the Dodge charger or whatever? These cars are famous for looking like they are aerodynamic when in reality they are like bricks and probably would handle terribly on nurburgring.
How do you make your game look so good? im at like max settings with 300FPS. I really dont need that much FPS so ill exchange the FPS for a better looking game. SO HOW DO YOU MAKE YOUR GAME LOOK SO MUCH BETTER??????
They control how the car's drive axle differentials operate under different circumstances (in the Bastion's case, the two rear wheels). Power lock is the amount that the left and right drive wheels are locked to one another's motion during acceleration. Coast is the amount they're locked together while in a throttle neutral or deceleration state. Pre-load is the amount of torque that has to be overcome to transition from the power setting to the coast setting - it adjusts the feeling of throttle response.
If you're really desperate to eek out more performance out of this beast, you could delete unecessary stuff to reduce weight. I'm talking door cards, seats, infotainment, windows and rear view mirrors. However I don't know if the aerodynamics would be messed up if you removed the windows
Beam Aero is weird. It looks at the vector of each face and uses that to calculate aero, which is actually pretty good. They did say though that occlusion doesn't work, so something like the hood has aero impacting it, but so does the flange the hood sits on, which shouldn't.
So, can you make the Bolide handle this track better? We've seen that car is brutally fast, but twitchy and a bit unstable at the best of times. Could be interesting...
i manage to reduce the oversteer in group B version even you drive with a keyboard. now we can floor the gas pedal when launching the car from a full stop. but the problem with 80's aero is they don't have enough ground effect because they aim the top speed. that make when you go up and down from hill or bump the car doesn't want to stick to the ground. ultimately make all of the settings useless.
make you have to really slow down to control it
Yes, the Rallye Asphalt version has a hugely better setup to begin with - I managed to get a 7:45 and I'm not really a very good nordschleife driver
I'm not even sure where I'd start with the Bolide. It just needs aero bits that actually work to begin with, then maybe some actual brakes, and then some magical way to tune out both the under and oversteer that somehow happen at exactly the same time
@@Ermz i wouldnt tune bolide gr 5 at all. It is realistic, thats how these cars handle irl
Awesome! 10 seconds saved! The setups arguably make sense for road cars from the factory but people are coming at this from a racing sim background.
I doubt that their most of their 6k average players have sim racing background. Racedepartment, Bsimracing and others are still not covering it either, but games like Kartkraft with a fraction of a user base. I guess Jimmy Broadbent and Ermin are helping a lot to change that, but the playerbase was strong before and probably more the simcade gamepad player. I guess the FFB in BeamNG eats Thrustmaster and Logitech wheels for breakfast and is potentially lethal with a SC2. No triple screen support, no VR, no multiplayer racing, no proper AI racing, very odd cockpit view etc. It was designed as a fun casual crash game without any sim racing in mind first.
@@Leynad778 Allow me to clarify: People who complain about the understeer and such are surely coming from a sim racing background.
@@cmbaileytstc Understeer is a typical character of setups made for gamepad, since they can go full lock to lock without snap oversteer. There also seems some kind of inertia or sluggishness in the steering rack that fits better for gamepads. When the game was released first, sim racing was a very small niche market while now it's likely bigger on PC than casual racing games.
@@Leynad778 It has the same triple screen support as the CM titles, and a bunch of other sims, and the cockpit view is entirely adjustable. I've never heard anyone say the cockpit view is very odd, what's odd about it? It was also actually designed as a physics sandbox. A fun casual crash game would be like Burnout or Dirt Showdown.
The argument about controller support is kind of moot when it's actually kind of awful. By default the game will let you go lock to lock at speed in ~1 second which instantly makes the tires slip and you just go in a straight line. The best you can do is try and adjust the allowable amount of steering input based on speed, but that changes for every car. That point also makes me heavily question your "sluggishness" in the steering rack, that isn't a thing at all.
A. This isn't a road car, it's a time attack tune B. even the road cars, from a road car perspective, are kind of shit. A lot of Beams cars drive so horribly that they would be known as suicidal if they actually existed. They slip and spin for no reason, or constantly understeer even on mid-speed corners leading you into the guard rail or off a cliff.
For me its really fun to swap out parts and do tuning yourself and actually get a decent lap time
That's one of my favorite things to do, combine tuning with mods and that's one of the main things thats kept me entertained for 1500+ hours of play time
@@JoshuaPlays99 official multiplayer and another city based map for street racing this game would be a great online experience too. I love ripping around the highway in a fart cannon of a car. Would be cool to compare biulds online with other community members
How do you swap out parts? I can't seem to be able to change any meaningful performance changing parts in the car config screen
@@Puhdull press Ctrl + W (the vehicle config menu) and then change any part that you like, remember that you have to go through filters like "Body" to get to something like the engine.
@@pallav8725 Thanks! I got it figured it out. For some reason the new Bolide's menu is kinda different compared to other older cars. Any idea how to lower the horsepower of cars beyond the available parts? I would like to drive the Rally Bolide (based on a Lancia 037) but it has WAAAYYY too much horsepower. (400 compared to the 037's ~205)
Thank you so much for giving my favorite driving sim so much airtime, ever since I first downloaded I was afraid that as a small company it would never get the popularity it deserves, all the new downloads you surely cause must surely give the devs even greater motivation to move forward. And a late Boxing Day Merry Christmas!
This channel has 60k subs 😂 not going to affect the player base at all
@@MV-ri7zu yeah plus beamng it's famous af, not an unknown game at all.
@@SpecterNeverSpectator depends on how we look at it tbh: for casuals? Hell yes it's popular. But for simracers? I think Ermin helps a lot in that regard as people see the untapped potential of BnG
I'd love to see a video of some sort of guide to tuning in Beam. I dont have any sort of sim racing experience so trying to tune a car in beam (especially race cars) so that i can drive them harder and faster is next to impossible for me. Great vid, and great land yacht!
In my experience, default setups for off road and street cars are usually fine. Race cars though are always over-stiff and tend to be super understeery until they snap oversteer. Oh, and all front wheel drive cars are just terrible. As others have mentioned in this comments section: part of the pleasure of beamng is tuning and getting things to work as you like to suit your driving style
I've never heard anyone say that, and a bunch of street cars also have pretty poor tuning setups. Since they have drive modes, it's one thing for the comfort setting to be squishy, but the sport cars by default also being awful is just poor.
What annoys me about beam is if you just change the tune you have to save it as a new config instead of overriding the default tune, so if you fixed all the bad default tunes you'd have "twice" as many configs for no reason.
The Covet and Pessima GTz feel amazing.
a tuned covet is incredible. you get the cornering of rwd, the stability of awd, and the simplicity and easy recovery of fwd. that is with good throttle control. a lot of people get into a fwd car in beamng and mash the throttle through everything then call it bad. commitment and a good understanding of how deceleration effects weight transfer goes a long way with fwd.
I have no idea what is everybody talking about, I don't have the game or ever drove a car, can someone explain what do yall mean with both a "driving style" and "tuning it" I mean, I know it means changing it, but changing what exactly.
@@SpecterNeverSpectator mostly hardness of dampers and spring and the camber and toe in. (Basically the angle of the wheels)
The aerodynamics in Beamng is actually very close to real life. You can even fly planes in it.
this
@Hatwox no shit, i fly me262s in beamng
@Hatwox yes shit
It's realistic and rudimental at the same time, the way cars respond at speed is pretty realistic but also airflow isn't properly simulated, so slipstream and dirty air don't exist
Seems like Kerbal aerodynamics. Good for the fundamentals but there's plenty of cheats and hacks due to the simplicity of the model (actual aero is crazy complex!!)
I don't think the default setups are bad, just too neutral. They really need fine-tuning towards the driver to get the most out of the car but serve their purpose as a decent generic baseline most people can run with. I've just started doing some fine tuning with cars in the game and it is rather easy to bugger things up. I certainly wouldn't mind a video going over how to dial in the car to get the most out of it.
Just recently found the channel and I am digging the content mate.
I like to think of default setups as stock cars: they're there so you can suit them better to your liking. Plus they give you an idea of what you might want
It's really apparent when you go into multiplayer and see someone with a default setup and immediately know they most likely aren't a good driver since they didn't bother to tune it
His newest video goes in depth for it.
nah, when it comes to the racecars they’re fucking garbage. some of these tunes are especially bad on RWD racecars that oversteer like crazy, making them very difficult to drive
Not a critique at all but could you maybe here or once in your vids explain what you feel is lacking with aero model of beam and maybe ask a dev if you have the occasion ? Since it looks like you're an offical CC now.
Because for me (with basic knowledge) it looks fine, and is even more impressive when you look at the debug view, the fact that planes work in this game just thanks to it is already freaking amazing, and, having flow other plane sims, they handle pretty well for something that's not supposed to happen.
It's probably more complex than most other sims in the way they do it, and really impressive to see how dynamic it is, hell, even mirrors have their own drag
I'd love to see you take a stock car and keep adding stuff to it and see how much each thing affects lap times.
As an added bonus, maybe put only parts that don't add horsepower, so just brakes, tires, different sized wheels, transmission and, aero(? IDK how much of it works).
You could definitely make a huge difference this way. Just switching to an AWD drivetrain would be massive. There's so much more to lap times than raw power.
I know this is like a year ago, but this is basically my favourite thing to do in beam. I'll start with the cheap variant of a car (I've recently been liking the Soliad Wendover) and try one circuit of one race-track, then make small incremental improvments. Like starting by just getting rid of everything unnecesary like passenger and rear seats, door panels etc. Then improve tires, and perhaps the sway bars. Then a small power increase, etc. until it's a full blown race car, each time knocking a second or two off the lap time. It's useful for me because I'm not a great driver (using a gamepad doesn't help) so I can build the car to be comfortable to handle as I improve the lap times.
@@Somerandom1922ik this has been a year ago but what do you do for your game controller settings to feel more real like forza my tires feel like they snap each way
this is an issue on all sims. go on AC and use a default setup. or any sim and try the default setups.
its pretty clear to everyone with a sim racing background that they do suck and that the adjustments are quite effective cause BeamNG is a real sim in its own right
nah. its got a very cool and well grounded physics system but it's not a racing sim, the driving and details are not enough
@@user-wq9mw2xz3j The only thing missing is literally tyre wear and expansion due to temperature lmao
@@user-wq9mw2xz3j It's a car sandbox driving sim. It isn't meant to be a racing sim.
@@maarten3225 i know. but some people seem to think that just because it's got in depth physics that it translates well/realistically to racing. I mean, even driving a normal car is not really realistic at all either.
It's mostly for crashing
@@user-wq9mw2xz3j That's old 2017 beamng, not anymore lol, "It's mostly for crashing" is the uneducated 12 year old pleb opinion by people who think iracing is the peak of simulation
I love to start with the base model and add parts too it, tune it and give it a race.
I like this video, because lots of people new to sim racing don't understand just how important tuning is. My 2 rules are: "If you want to be competitive, it needs a tune," and "Don't make it 'fast'. Make it comfortable." Shared setups may make you faster, but you won't get all the potential until you make that tune your own, something you can run lap after lap with no anxiety. That's where you save lap time.
You don't make a car go faster, you make it work better for YOU to go faster!
Oh, and awesome lap, 10 seconds is a LOAD of time to gain with only adjustments!
I was surprised when I saw you only had 58k subscribers. You are such a great youtuber and you deserve more subscribers!
Loving the Ridge Racer Type 4 menu music! I discovered tuning in Gran Turismo PSP, I made certain cars (R34) fast enough on race tires to up the AI to actual race cars.
I dont want to be that guy, buuut the Nordschleife is by far the worst Track you can think of, when it comes to compare laptimes through setup changes. There is just too much time for human error.
The Nordschleife is the best track for everything.
@@Ermz ok, 1:0 for you
ive found that with any sort of racing setup, whether a super pricy race sim or my Thrustmaster TMX bolted to my desk, a wheel makes any car so much more fast and fun to drive. lapping a race track in a Piccolona stock is somehow fun, and cruising is a whole new experience. cant recommend it enough!
Would love to see how to make the Bolide driveable
Me too!
@@Ermz LOL! Idk how to fix the differential
The factory Bolide has become very nice. It has just enough understeer to protect the uninitiated. But that doesn't mean it's not gonna oversteer. It is but only if you're looking for it or if you overdo it. But, in general, it has become a neutral handling car.
I've been slowly working on a Group 5 tune for the Nur. The suspension geometry is all weird and it's hard to compensate for mid engine understeer, snap oversteer, turbo lag and stability all within one tune. I'll post an update here if I manage to make a good tune.
So far, I've managed to make a very controllable short track (West Coast, Hirochi, etc.) variant, but the bumps and high speed sections on the Nord are interesting to tune for.
I found that by increasing the gravity just a little bit, downforce felt more like it was there. The only bad thing is the speed loss while going uphill
Lmao. Just increase drag.
I can't lie, It's quite funny see how much Ermin is fighting against the steering wheel to make good racing lines lmao
I'd love to see an Australian V8 Super Car version of this car.
Plus tuning in BeamNG is key for getting better track times.
I enjoy that I nodded in appreciation of your skills at the same time you did in the video. Well, played.
It is indeed what most youtuber don't mention about this game is the setup part, and how MUCH it changes. I play this game most of the time tweaking the setup more than anything else.
Love that Ridge Racer 4 music
that haircut making you look like a focused buff little boy 😂 I'm sorry please don't kill me
A good way to make the Bruckell handle is to ditch the V8's and put in the V6 with twin turbos, at almost the exact same power output as the hotlap version of the car, its got less weight up front, better balanced/more agile, also the engine is less lethargic.
oh thank you gods of simracing for looking down upon this poor man's soul and heed his prayers. the man listened, the man tuned, the man delivered
Talk about finishing with a bang! Great lap, I’m curious to know how many test laps you made to get a good setup.
Maybe 2 or 3. You can stop the car after every couple of corners in Freeroam and adjust as you go.
you changed to ermin hamsandwich. i love it
The car was really bitting the apexes much better, great run with a nice Beam NG finish!
As somebody who spent 500h in BeamNG and around 100h just in Nurburgring, driving without ABS is much better.
You can stop quicket and won’t experience brake fade at the slightest. Just tune down the brake force and you’re good to go.
The supercharger on this car sounds like El Risitas.
In my experience just adjusting and balancing the front/rear camber to adjust the corner grip will massively improve a car's performance. You don't need to do much else unless the spring/damper setup is too harsh to keep the car on the road.
Please do a video on how to set a car up, either in beam or assetto. I have always struggled.
damn, that turn-in is so much better.
REALLY late, but the reason behind the understeer is the traction control. the car is mad slidy without it
Without watching the video,..
Yes, yes they are.
Waiting for you to try mods like Pagani Huayra. (The only car that managed to finish this track 7:39 i'm using a gamepad cuz i don't have a wheel)
From what the thumbnail told me, orange cars = extra horsepower
Loving the content as always but I was curious if we’ll see some more ACC? I enjoy your videos on it and can’t wait to seen some more
Great content aside, you’ve got a great voice for commentary, along with bang on vocab. Can easily hear you as an F1/WRC commentator on tele 👍 Keep it up.
Really enjoyed this video, love the beamng content! Do you think next you could create a guide on how you got to the perfect tune in beamng? Thanks! :)
Really loving the BeamNG.Drive content! Subbed :)
BeamNG aerodynamics work just fine lol
It is fun that they have a charger in the game now
Mr Hamsandwich have you considered making a car in Automation and testing it in BeamNG?
The continuous fat-shaming you did on the car was hilarious.
Edit: go for the fastest possible time you can in a Gavril T-Series around Nürburgring Nordschleife. Big American semi truck setting a hot lap around Green Hell.
Does the dash say NOB @ 1:03 ?
I've recently started sim racing, found out about your channel, and I wouldn't mind a guide on slip angle.
After changing the setup, why don't you try to change out some parts to try to make it even quicker?
I managed a 6:55 in my AWD turbo V6 build of the Bastion with beam parts, so yea, fite me :)
They changed something about beamng aero, The formula 1 car doesn't go flying anymore if you get air under it, which it will not do in real life but looks like it's now too weak and it was too strong before at least in formula cars
very nice video ! i love your beamng content and hope to see more :)
I seem to recall that in the previous video of this car on the Nordschleife, you did _not_ turn the traction control and/or anti-lock braking off. Besides the suspension parts tuning, that should have made a big difference if you turned that stuff off for this video.
I'm not sure what to think after this video. I feel like the race variant of the car should come with a perfect race tune but than noone would tuch the tuning menu and it would take away a big part of the game. (I just wish there would be a really good documentation on what exactly each slider does.)
There is no such thing as a "perfect race tune", both in simulators and in real life. Just about every simulator out there requires that the player make per-track alterations for each racetrack they go on. Even things like ambient temperature, humidity and wind speed can have massive effects on what was a veritable weapon of a setup the day before.
You have to tune the car for the most common type of corner on a given track; what makes a car good on low-speed turns can make it jittery on high-speed turns and vice versa. Things like toe-in and camber can make for cars that are agile in any corner but would suffer for it on the straights, or stable on the back straight, but not unstable enough to really throw the car into a corner.
Some turns have positive cambering (think the carousel), others are level and others have negative camber, where the road falls away from the apex. On a race track with all three, which of those three types of turn do you prioritise, knowing specialising in one will ruin the car's pace and handling characteristics the other two? Or do you compromise and get something that is only decent, hoping your sacrifice in specific pace is made up for in gains made to your overall pace?
And what you consider the "perfect setup" might be undrivable to someone else, whilst you might have a setup that costs you seconds a lap, only to find that someone else is holding lap-records with that same tune. It could even be that the gap between the first five spots on a fastest laps board are wildly differing setups, with the only difference between all three being human error.
And how do you find the perfect setup? You run 100 laps of a track, finding the average delta. You tweak something. If it's faster you keep the tweak and modify something else. If it's slower you undo the change and modify something else. That can take weeks to get right, weeks the developer could instead spend refining the core code of the game.
There is no such thing as a perfect setup - just one you keep tweaking until every tweak makes it slower. And even then, there will be someone who has a faster setup than you do.
And there is very good documentation on suspension setups. Oftentimes, it can be just a google search away
suspensionspot.com/blogs/news/definitive-guide-to-suspension-tuning
@@XandreUK That's not really true. Maybe at the highest echelons of race teams, but no one on race team is going out for qualifying and doing an entire re-tune of their car. You're going to have a decent baseline setup which works well on most tracks, which Beam absolutely doesn't, and then adjust some minor things per track. Short track? Lower gear ratio, no one messes with individual gears. Long track? Longer gear ratio. Maybe adjust the aero up or down and ride height. Minor things you can change quickly, you're not changing every facet per track. That kind of stuff only happens in sims.
@@JZStudiosonline I didn't say a team would do qualifying and tweak the entire car afterwards. Even then, few motorsports allow such a thing. I'm guessing you were basing that on my "Weapon of a set up the day before" line. The point I was trying to get across is that weather conditions entirely outside your control might turn your car from a top-5 runner on Saturday to a bottom-5 scrub on Sunday.
The overall point I was trying to make, is that an excellent baseline setup takes a very long time to figure out. Sure, you might make minor changes per track, but the major core setup that you will work with and tweak for an entire season is often finalised during long testing periods, and if you are sticking with the same car, or an annualised update thereof, then you have an entire season of data and driver feedback to work off of. Even the BTCC has at least one pre-season test day when there are no major regulation changes, and it's more or less a guarantee that a lot of teams will have some kind of simulator on-hand to figure things out beforehand.
Which leads to my next point; when Gran Turismo, or Forza, or Assetto Corsa release a new car, they have a good baseline because in most of these cases, the dev team would have been given notes on how the car was set up in the real world, and if the simulator in question is accurate enough, then there is less need for a massive amount of work to get it right.
The reason Assetto Corsa, Gran Turismo and Forza have such good baselines, is because when they licensed, for example, the Opel Astra Touring Car, they would have been given the car's baseline setup, or a track specific setup as part of the deal. The studio has real-world data to work with. And the auto makers would have supplied that data because they wouldn't want the touring car licensed to appear in one of these games to handle like a 1960s muscle car on ice in the corners, as it would be a misrepresentation of the car's actual performance.
Now, where is the real-world data for the Civetta Bolide? The Hirochi Sunburst? These cars may have taken design cues from real-world cars, but the correct suspension setups would still have to be unique based on the distinct layouts of each car, because the wheelbase, weight distribution, stiffness of chassis and even exact mounting point of the engine in comparison to the axle can ALL have massive effects on how a car handles. You can get a good baseline comfort and even sport suspension setup based on similar real-world car data because the general requirements for comfortable ride and slightly sportier suspension are surprisingly similar when dealing with such broad strokes. Even then, most players will be more forgiving of a less-than-ideal handling setup on a comfort or sport model because the cruiser was never meant to hoon around a track at full speed, and the sport models of a car are often a case of slightly stiffer suspension and slightly more power.
BeamNG's setups are as poor as they are because I suspect the developers would rather spend eight hours fixing an issue with the tyre simulation than taking the Bolide around a track for eight hours to zero in on the perfect setup, only for the serious racers in the community to scrap their work and start fresh.
Again, as I said in my prior comment, what YOU consider a good baseline might be utter trash for someone else. If you're at the point of grousing about poor suspension setups in BeamNG, you're probably good enough to tweak the setup yourself, or willing to learn how to tweak the setup yourself. And what might work for you, might be undrivable for someone else.
@@XandreUK Wow, that's a lot. But I know from experience that Assetto Corsa and Forza do not have good baseline setups. If that was the case in Forza, your first upgrade every time wouldn't be adjustable suspension and diffs. A lot of the higher end sports and race cars are terrible, but they mostly get a pass for slower cars since it's much less evident.
The only game I've seen that has good default setups is PC2, where road cars have OEM setups along with a "loose" and... what was the other term? It's been a while. Either way, they actually have decent default setups. Assetto Corsa frequently just has values in the middle of it's setup options, and a lot of cars don't even have adjustable settings.
@@JZStudiosonline The majority of tracks in Forza will see the biggest benefit from better suspension - it is fair to say that in most cases above A, possibly even B class, investing 15,000cr in suspension and diff will get more overall laptime than 15,000cr in speed parts. The reason most folk got for race diff/suspension is simple - it gives the biggest gain possible and as far as I can tell, is only slightly more expensive. In a game where performance is boiled down to a numerical representation, it makes sense to always buy the racing suspension and differential because both offer the highest gains in handling, launch and braking, at which point you then start putting on speed parts. Because at the end of the day, a high top speed is useless if you can never REACH that top speed. And being 30mp/h faster than the other guy down the back straight is useless when that speed advantage only ever lets you catch back up to their rear bumper.
Assetto Corsa was made by people who make simulators for those very upper echelon teams you mentioned, so the baseline setups would have been provided by some very competent engineers. When it comes to the race cars, you would be surprised as to how much setup work actually goes into making a car go fast. Ironically, AC's default setups are widely considered to be amongst the better defaults in the hardcore sim scene. As for most of the cars having limited tuning ability, well a lot of the cars are road cars. They don't have a lot of room for modification in the first place. And as for your "OEM setups" claim, I'm pretty sure that the road cars in AC also have OEM suspension setups.
Project Cars 2 is not as hardcore a simulator as BeamNG or Assetto Corsa; if you want a good example of this then fire up the Lotus 98T in both games; even with the default setup, at full boost you would actually spin out in place from the torque steer in AC, but does not happen in PC2. If you just booted the throttle in a 98T in real life, you'd spin out in a very similar fashion. If anything, I would place Project Cars 2 in the same vein as Race Driver: Grid, in that it is not as fully realistic as AC but not as arcade as a Need for Speed game. What PC2 does well is the immersion factor; few other Sims I've driven are as enjoyable in the first-person view out of the box as PC2, but as a serious racing simulator? It's not even a contender.
It's actually impossible for a high-fidelity simulator to provide excellent "default setups" because every driver wants something different out of a car. It's why some struggle in an on-meta car in ACC yet are capable of almost comical over-performance in what could be considered a rather poor car for the track. If anything, I think default setups are meant to be deliberately safe and slow; something that new drivers can be consistent with and still see themselves growing, and which will encourage them to start working on setups themselves when they realise the car isn't understeering because of what they're doing.
My go to for beam track times is a vivace with racing slicks and no doors or hood for weight
Do you prefer your current base to the dd1/2
Yes!
@@Ermz thank you :)
What is the map name? I know its the Nurburgring but i cant find the map on beam
I feel like there were around 7 seconds on the plate, but it may be inhuman, Sophy could definitely achieve that (ik a different game feature)
What kind of FFB settings are you using?
Leaving a comment for the algorithim, awesome content man so underrated!
Haha love your humor 😂👍 thank you for a great video
what is your ffb? i just got a wheel
where can i find the nordschleife map for beamng? any links?
can you make a video of how to get that track ?
You are the best thing that could happen to beam
Yes, finally someone, who treats beamng like a sim racing game, and not a crashing sim
my csl dd feels weird ... its in pc mode ... everythings updated but its a weird contant force feeling kinda like u have power steering but its stronger ... i ussaly have no detail like they say it does ... any help?
Similar thing with my g27, constant force until i go in a corner then steering goes light and undetailed. and its not inverted
Does FFB "fight" you when you try to turn?
@@Sithhy not to me.
@@Sithhy yes and no ... im only a kid and at max i think 8 nm isnt too strong
@@BuddaDrifts Could you perhaps try lowering the overall gain (strength) of the FFB in the Fanatec software? Just to see what happens then.
Also, does that weird feeling appear only when the car is stationary or also while moving?
They should’ve added A V8 super car variant for the bastion like they added a touring car variant for the pessima
Thanks for the relevant content. Beamng on UA-cam is always about senseless destruction
The set default set ups are not bad at all. Most of the cars are not racecars and are not very modern so they are inherently not meant to race on track. They do not try to simulate the ultimate track time car with default cars unless stated.
Can't you do a 101 tuning veachle video series at one point, i have not found much great content on that here on UA-cam
Add water on the hot boiling oil. What if you let a novice try the setup. What kind of difference in lap time will he get over default?
That's a good question. The setup is made for a wheel, so they would need to not be driving on a gamepad for it to make sense.
@@Ermz i downloaded nurburgring map some days ago and my only finish time was 200bx track, around 8 mins. I am playing on wheel g29
If I haver have a crash and have to call insurance, I will tell them I had a Beam NG moment.
Are thay in Beam NG also Ceramic Breakes ?
What mods are these? Both map and motion blur
Hmmmm, think you should have kept the fuel the same. Cutting the weight down changes a car completely. Maybe try the default one again on the lighter fuel load?
Race cars setups are all wrong but offroad/street cars are pretty good. Never had any problem with Bastion tho. Very controllable without assists and ABS removed.
Also: there is guy (Serzari) who did Nord in 7:18 stock setup with gamepad. And it wasn't particularly clean run.
That'd be me. Getting a few seconds quicker than 7:16 is doable even on gamepad with stock tune (Ermin's lap without errors was on pace for that too, to be fair). Still, the default brake bias on cars is often hilariously bad given it takes literally a single minute to dial in, and the amount of full commit throttle steer needed to prevent understeer in this Bastion's stock tune is a big ask for some people
@@Serzari Sorry for no credit, couldn't remember the name ans wasn't going to butcher it.
Your More focused while not talking......
Great lap Mate!!
Doesn't anyone understand the scientific method? If you're seeing if the setups are bad DON'T CHANGE THE FUEL LEVEL! Otherwise you won't know if the improvement is from the weight savings or the setup.
Isnt the bolide just like the countach or the Dodge charger or whatever? These cars are famous for looking like they are aerodynamic when in reality they are like bricks and probably would handle terribly on nurburgring.
you should try turning on force feedback
You're based af for using the Ridge Racer Type 4 after-race theme.
when did the graphics get this good?
You can use Mods to tune cars, CJD Pack and etc
any chance for a link to the track mod?
I can't find the Nürburgring track for some reason
woooow i was not thinking it was so much diff
i have a ishubi 240 that turns like an f1 car and never loses grip from tuning and weight reduction and everything
you gotta take the new pessima touring car around this track. its by far the best handling vehicle in beamng.
Ooh, I do like touring cars. The old ETK one is amazing.
How on earth do you run your own setups in time trials? 😂
Imagine not being subscribed eo ermin
For shits and giggles, you should try track tuning an Ibishu Kashira.
How do you make your game look so good? im at like max settings with 300FPS. I really dont need that much FPS so ill exchange the FPS for a better looking game. SO HOW DO YOU MAKE YOUR GAME LOOK SO MUCH BETTER??????
brate vidi se da smo nasi mozes poslat neki volan?
What are power lock rate, coast lock rate and pre load torque for?
They control how the car's drive axle differentials operate under different circumstances (in the Bastion's case, the two rear wheels). Power lock is the amount that the left and right drive wheels are locked to one another's motion during acceleration. Coast is the amount they're locked together while in a throttle neutral or deceleration state. Pre-load is the amount of torque that has to be overcome to transition from the power setting to the coast setting - it adjusts the feeling of throttle response.
@@Ermz Thank you
driving fwd cars in beamng is way easier that rwd and also faster. i suggest you try that.
When did they add this track to the game?? Or is it a mod?
It's a mod
@@Lardladd oh alright, thanks!
where should I download mods from?
RR4 music ❤ 😍
If you're really desperate to eek out more performance out of this beast, you could delete unecessary stuff to reduce weight. I'm talking door cards, seats, infotainment, windows and rear view mirrors. However I don't know if the aerodynamics would be messed up if you removed the windows
Beam Aero is weird. It looks at the vector of each face and uses that to calculate aero, which is actually pretty good. They did say though that occlusion doesn't work, so something like the hood has aero impacting it, but so does the flange the hood sits on, which shouldn't.
4:04 😅