With the addition of multilayer trough mods it also filled the last feature gap
My only gripe is that devs have a scant idea of how control input should work for games, and recently introduced a steer limiting system that is all around bad and broke the two previously working mods that did it great, including mine, so racing is now bad again unless you have a steering wheel
RFactor 2 does degradation best tho. so there's that.
some random background info:
It's a shame they don't license their models for engineering customers (like rFactor does), since it's a single made-up parameter set tuned to make things feel "real".
Does .drive work in Wine these days?
[0]https://www.protondb.com/app/284160
[1]https://www.beamng.com/game/news/announce/experimental-linux...
> BeamNG.tech is an academia- and industry-oriented fork of BeamNG.drive. In content and features, it largely overlaps with BeamNG.drive, and offers additional functionality to support driver training simulators and the development of advanced driver-assistance systems (ADAS).
> […]
> BeamNG.tech is released under a mix of commercial and open-source licenses by BeamNG GmbH.
https://documentation.beamng.com/beamng_tech/
But it’s not clear from this page if they provide source code for the commercial parts of BeamNG.tech to customers or not. I guess you’d have to contact them and ask. Contact details are at the above linked page.
Nope. They simply started BeamNG as a commercial project, it was never a fork
https://www.beamng.com/threads/the-entire-history-of-beamng-...
And they use Torque which is licensed under MIT https://torque3d.org/ But that’s just the graphics not the physics enginge which haven’t been released. Rigs is using Ogre https://www.ogre3d.org/