BeamNG.drive

BeamNG.drive

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Simple Controller Optimization Guide
由 CondorCalabasas 制作
Simple Controller Optimization Guide.
   
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Part 1/3: Controller Sensitivity.
Navigate to the controller sensitivity menu.

Options>CONTROLS>Vehicle>Steering (axis/mouse)

Select the option NEXT to the "Plus" option.

Part 2/3: Controller Sensitivity.
1. FILTER: Gamepad (or the setup you are using)

2. STEERING ANGLE: 0

3. LINEARITY: 5 (this setting effects how twitchy or realistic the steering feels)

4. DEADZONE REST: .1/10% (this can vary greatly based on controller, this a slightly higher than average deadzone, consider lowering this if it you feel a lacking reaction from the car)

5: DEADZONE END: 0/0%



Part 3/3: Disable Steering Reduction Assistants.
Navigate to the GAMEPLAY section

Options>GAMEPLAY

Under the "Driving Assistants" category.

Uncheck both options:

OVERSTEER REDUCTION ASSISTANT: OFF

UNDERSTEER REDUCTION ASSISTANT: OFF

Conclusion.
If you've played a lot of simulation racing games and had some experience with high end vehicles, several aspects of this game stick out as being wildly unrealistic, and at the same time negatively effect the sense of realism in this game.

1. Breaking & ABS:
-Both the breaking in general, and the implementation of both ABS and an "Arcade" ABS are only realistic to cars from the 1960s. I cannot help but imagine the game developer has never been in a car with properly maintenanced breaks, because even for your average city driving vehicles these breaks are immersion-ruining and completely unrealistic. Your average sports car since the 2010s have breaks that can give you whiplash and nearly pull your face off.

2. Understeer & Limited Slip Differentials:
-This game has an extreme amount of understeer that when combined with the steering reduction assistants results in probably the most unpleasant handling of a vehicle in a video game. Thankfully this can be mitigated greatly by optimizing controls, but even still you will notice how not one car in the entire game has any simulation of a "limited slip differential" a feature that when combined with an intelligent computer turns modern vehicles into a handling dream. Is this game developer not aware of the existence of this feature?

3. Oversteer & Total Traction Loss:
-After the two above happen, you learn to break earlier, far earlier than you do in just about any other racing/driving game you've ever played, you also find yourself turning in earlier, trying to find that perfect racing line just you can mitigate the understeer every vehicle seems to have, and the complete lack of any individual wheel movement, you finally get the hang of it, and then... you drift and lose all traction like a FWD vehicle would.

-As is common in vehicles that do not have any form of limited slip differential, and understeer; once you lose traction, its lost. For those of you who don't know, the reason why most racing cars are either AWD, RWD, and almost never FWD, is because when a vehicle loses traction because of excess oversteer they tend to lose SOME but not all traction and can often recover from skilled driving, when a vehicle loses traction because of excess oversteer they tend to lose ALL traction and cannot be "recovered" by skilled driving.

Excess oversteer = drifting
Excess understeer = crashing


CONCLUSION:

Because the issues in this games core design, until the developer tunes all the vehicles to function more like RWD vehicles, as opposed to FWD vehicles AND implements limited slip differentials for vehicles where it makes sense; the game will not ever feel "just right" like Forza Motorsport, Grantourismo, or as fun and breezy as a Need For Speed game.