Sohere I am to help anybody that needs a good Setting for BeamNG.drive. I looked it up for myself and found out that there is not much to find in the WWW. So I had to create it by myself (Formula V2.5 PC Rim) and here are my results:
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BeamNG.drive is a vehicle simulation game developed and published by Bremen-based video game developer BeamNG GmbH. The game features soft-body physics to simulate realistic handling and damage to vehicles.[1][2][3]
The game was initially released as a tech demo on August 3, 2013 along with paid access to an alpha, and was later made available on Steam Early Access for Microsoft Windows on May 29, 2015. BeamNG also develops a fork of the game designed for education as well as industrial and academic research entitled BeamNG.tech.[4]
BeamNG.drive features various gameplay modes and scenarios such as campaigns, time trials, as well as a freeroam mode. Campaigns are collections of small scenarios based on specific themes, including races, chases and stunts. In time trials, the player selects a vehicle, map, and route, and competes against their own best time. In freeroam, players can explore and experiment with maps, allowing them to operate, place, and manipulate objects and vehicles within the map. They can also change environmental properties such as gravity and wind. Players can utilize various objects ranging from road barriers to weapons such as cannons in order to inflict damage on other vehicles.
BeamNG does not include real vehicle manufacturers due to licensing costs, however, included vehicles resemble various real-life vehicles, such as ETK resembling BMW or Gavril resembling Ford. With the use of mods, real cars could be added. In-game brands and vehicles have fictional origin stories attached to them. The vehicle selection is being extended every few releases.
As of alpha release 0.26, the game features an experimental version of a career mode accessed by clicking the main menu button labeled "Career (coming soon)". This gameplay mode features four career progress trackers: Motorsports, Laborer, Specialized, and Adventurer. Completing missions awards the player in-game currency and two types of experience points: Branch EXP, which is experience points gained within specific branches, and Beam EXP, the overall amount of experience points. On September 20, 2023, with the release of update 0.30, the career mode was completely updated - now including a tutorial and uses for the Branch EXP and Beam EXP systems. Starting with 0.30, players may buy cars with an in-game currency called BeamBucks and customize them (both features early in progress).[5] Career saves created 0.26 through 0.29 are incompatible with 0.30 and later.
BeamNG.drive uses soft-body physics to simulate vehicle dynamics and collisions between objects and vehicles.[2][6][3] Algorithms have been created and optimized for the game's physics system.[7] The game relies heavily on code in Lua, and uses packets of local data using the Lua network system while the game is running. The game's engine calculates physics equations and problems in real-time during gameplay.
Vehicles in the game consist of a soft-body node-beam structure similar to those in Rigs of Rods. Node-beam structures are represented in a JSON-like text file format, called JBeam.[8] The physics engine simulates a network of interconnected nodes and beams, which combine to form an invisible skeleton of a vehicle with realistic weights and masses. In terms of soft-body physics, vehicles realistically flex and deform as stress, such as impacts from collisions, is applied to the skeleton.[9][10] Aside from body deformation, various other types of damage are simulated such as degraded engines, detached doors and shattered windows. If a vehicle is severely damaged, the engine may fail, rendering the vehicle unusable; additionally, the vehicle will also fail from overloading the driveshaft, clutch, and other important components that can result in catastrophic failure to the vehicle. Tires can be blown out and fuel tanks may explode after an excessive number of collisions or due to a direct hit to the rear of the vehicle.
BeamNG.drive has native modding support, and mods can be installed from an officially maintained mod repository which can be accessed both from the website and within the game itself. The mod manager automatically checks for updates and partially manages dependencies.[11] The mod repository's policies prohibit the modification of core game files.[12] The game also accepts mods from outside the repository, however such mods do not get automatically updated by the game mod manager.
In 2011, some Rigs of Rods developers gathered and decided to improve upon the open-source software with a new product.[13] BeamNG opened its website,
beamng.com, on May 8, 2012 to deliver news of the game's development.[14] On May 28, 2012, BeamNG released a YouTube video entitled "Revolutionary soft-body physics in CryEngine3" that featured the vehicle deformation technology. The video, according to Marketing and Communications manager Nataliia Dmytriievska, got over one million views overnight.[13][9] Originally, BeamNG.drive was to be based on CryEngine 3, but its use in a driving game uncovered numerous bugs, leading development to be rolled over to Torque 3D.[15]
On June 15, 2018, BeamNG announced a partnership with Camshaft Software, developers of Automation, revealing the addition of an exporter feature that allows players to export vehicles made within Automation as fully drivable vehicles in BeamNG.drive.[21]
On April 25, 2022, BeamNG announced they were ceasing development of the 32-bit branch as of alpha release 0.25. They stated that less than 0.5% of players were using the 32-bit version and that the decision will speed up the game's development and allow the developers to take full advantage of newer technologies.[22] The latest 32-bit public release branch is 0.23.5.2.[a]
Despite the content additions, this remains at its core a game about what happens when two or more objects collide with one another at high speed. BeamNG.drive is a meticulously detailed simulation of carnage, dropping into bullet time at the point of impact to treat the player to gory close-ups of metal panels popping and mangling, twisting and pinging off. Vans tumble over cliff edges and begin discarding their doors and tyres, like hot air balloonists desperately ejecting ballast in an attempt to stay airborne. The tinfoil chassis of luxury sports cars roll down canyons and become compressed like metal sausages as they go, each new impact revealing the hardened frame that sits skeleton-like beneath their lurid and aerodynamic, carbon fibre facade.
But enough talk of not crashing, because there are plenty of opportunities to let that sword drop. Whole scenarios are dedicated to obliterating vehicles as best you can, by screaming across the Utah desert in meticulous recreations of classic cars just removed enough from the real thing to dodge a lawsuit. You can plough trucks into walls and drive buses into ravines. One mod adds fully simulated planes and helicopters, another recreates Speed.
It is time to continue my moving away from Windows saga. Approximately twoyears ago, I decided that I did not want to partake anymore in the low IQ adfest that seems to bethe future of the Windows desktop, and slowly, carefully, systematically, I began my migration toLinux. I got myself a beefy laptop, put Linux on it, and begantesting anything and everything, including, primarily, various Windows-only games.
So far, the journey has been going great. Phenomenally so. I am more or less ready, a good two yearsbefore the expected Windows 10 EOL - not that it means one must stop using Windows 10 this very second.But I was able to accomplish all of my tests so far, and quite successfully, too. The biggest positivesurprise? The gaming experience. This one is going waaaaay better than expected. With the magic of Steam Proton, I've been able to play prettymuch all and any game I tried. But there are still a handful of titles I must try, including a numberof crucial racing and driving simulators. All right, on today's menu, BeamNG.drive, a soft physicsvehicle simulation game. Let us begin, then.
I did what I did a dozen times before. I simply clicked Install. Proton is configured for all gametimes in my catalog, so I just let Steam handle it. First, there was the usual download, some 15 GBworth of data, plus a Linux runtime or two.
When I clicked Launch, Steam began to compile Vulkan shaders. This process took a long time. Roughly35 minutes, and during that time, my CPU load was a good steady 30-35. For a moment, I thought thismight not work out well, but then, the game started just fine.
BeamNG.drive ran just as well on the Kubuntu 22.04 + Steam as it does on Windows. In fact, if youlook under Performance (in game), the game thinks it's running in Windows 10 with DX11 and all. Now,the title is still badly optimized regardless, and it takes forever to launch scenarios, the detailrender is slow, and happens piece by piece, modern processor and NVMe storage notwithstanding. However,remember, this is no different from the native Windows behavior.
But then, you get all the fun you need. Just as I remarked in my original game review and the subsequent guide on police car chases, it's all there. The distinct car dynamics ofeach and every model. The engine sound. Sirens. Horns. Screeching brakes. The crazy collisions anddamage.
I noticed that BeamNG wants to process shaders every single launch. Not sure why, but you can skipthe operation. I did let it run and complete fully the very first time, but on subsequent launches, Iwasn't in the mood to wait some half an hour to play, so I skipped the compilation. I cannot say I'veobserved any detrimental effect. Yet.
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