The developers of BeamNG Drive are constantly working on improving their game, particularly the physics, including wheel physics, as this is a very important detail in a simulator like BeamNG. Some of the latest changes have excited the English-speaking community, and the developers thanked everyone who left positive feedback. It was mentioned that they strive to make driving as realistic as possible.
Additionally, the game developers shared some details and their thoughts. They said that their approach to vehicle modeling is very different from some other counterparts. A strong emphasis is placed on the development of vehicle chassis and tire modeling so that the vehicle interacts with other world objects as realistically as possible. During the development of all this, problems arose, and the developers continue to improve their universal system to this day.
Latest changes
Many noticed changes after the release of patch 0.21, where the tire model was deeply refined and improved, particularly the rolling resistance characteristic — the force that opposes free forward movement. At high speeds, passenger cars have less than 2% rolling resistance. In simple terms, this means that during fast movement, the tires create resistance amounting to 2% of the vehicle’s total weight.
However, such low values were not always the case. Back in 2015, when the developers were working on this system, the resistance at very high speeds was around 25%, which is very high. Naturally, there were negative effects such as slowing the car down, reducing the maximum speed, and also affecting handling.
After long work, calculations, and physics improvements, in 2017 the developers managed to reduce the percentage to 6-10%, more than twice as low. This positively affected vehicle handling since grip improved at higher speeds.
And finally, after the 0.21 update, this figure dropped to 2% and even less. Needless to say, this had a great impact on vehicles. Thanks to this percentage, vehicles now handle well at speeds up to 400 km/h, which is incredibly high.
To achieve this result, a huge amount of work was done. The first solution was to increase the tire nodes. However, this did not succeed. But a solution was found — increasing the number of ground layers. The first slot is elastic, the second layer is rigid. In other words, the decision was made not to change the vehicles themselves, but the surrounding conditions. Surprisingly, this solution helped reduce the rolling resistance by about three times. After that, other actions were taken, such as increasing the total layers of the ground surface by 10 times, and so on — and this yielded positive results.
And that’s not all! At the end, the developers promised to continue working on tire and surface modeling in general. They will keep improving the game, striving to maximize realism. We look forward to news!