Drive by BeamNG - Page 6 - Generale - DrivingItalia.NET simulatori di guida Jump to content

Drive by BeamNG


VELOCIPEDE

Recommended Posts

Salve ragazzi, da qualche mese ormai mi sto interessando a questo programma/gioco, tuttavia non ho ancora compreso cosa vogliano ottenere realmente i creatori, nel senso; ho provato la demo con il pick up e il modello di guida non mi è sembrato per nulla simulativo... quindi cosa dovrebbe diventare? un simulatore di incidenti fine a se stesso?... per ora con i video che si trovano sul tubo sembra soltanto questo.. e malgrado trovi il tutto magnifico mi scoccerebbe spendere 17 euro per schiantare mezzi per vedere cosa succede.

 

Qualcuno che lo possiede mi darebbe le sue impressioni?.. e se ne seguite lo sviluppo magari anche qualche info sul futuro del software?

 

Personalmente io ci vedo la base per un nuovo RBR(o comunque un sim rallystico), ma non con la fisica attuale, quindi non volgio illudermi.

 

Grazie!

Link to comment
Share on other sites

  • 4 weeks later...
  • Replies 187
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    167

  • delpinsky

    4

  • TurboGigi

    2

  • Lucio Distilleri

    2

  • 2 weeks later...
  • 2 weeks later...

0.3.7.4 Experimental update released

attachment.php?attachmentid=51965&d=1422

We've just released an experimental update on Steam, here are some of the notable changes. smile.png

Features:

  • Engine sounds emit from engine nodes
  • New wheel type: pressureWheels: All official vehicles now use this, we will have a dedicated blog on pressureWheels at a later date.
  • Collision triangles on pressureWheels
  • New in-game menu(WIP, subject to change)
  • New level selector without having to exit to the main menu(WIP, subject to change)
  • AI moved to HTML sidebar, also added new mode: keep distance
Link to comment
Share on other sites

  • 3 weeks later...

Update 0.3.7.7 released
http://www.beamng.com/entries/113-Update-0-3-7-7-released

attachment.php?attachmentid=53720&d=1424

Features:

  • Friction subsystem update. The friction graphs are better now
  • Reduced latency for crashing sounds
  • Improved user folder: new directory structure, cache now version dependant as well as other improvements
  • Integrity checking: runs each time the game is updated to prevent conflicts and content breaking errors
  • New logging subsystem: now with improved format and ability to set it up better. (See settings/base.ini file)
  • Frame rate limiter now configurable via text file (See settings/base.ini file)
  • Globally improved and more accurate vehicle handling as a result of new friction code and extensive tire tuning
  • Optimizations for non-collidable pressureWheel triangles
  • support for BC5 normal maps for all vehicles to greatly reduce artifacts
  • putting zip files into the mods folder will automatically mount them
Link to comment
Share on other sites

  • 2 weeks later...
  • 4 weeks later...
  • 1 month later...
  • 2 weeks later...

Roadblock?
Meanwhile a lot of progress is going in the background, more to be revelead soon


11054274_811148055639933_423203432648855
10421314_811148088973263_376849810045487
22298_811148118973260_459240446959430560

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.