BeamNG.drive Is Overdue A Racing Update

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BeamNG.drive has seen significant offroading updates over the past twelve months. As sim racers, should we be asking whereBeamNG’s racing update is?

BeamNG is often seen as just a simulator for crashing and not much else. In reality, this could not be further from the truth, but despite this, the most watched content on sites like YouTube and TikTok are just crashing compilations. Whilst the appeal of this form of content is obvious, it forces BeamNG into a box for newer players just discovering the title.

You might be asking: ‘Well, if it’s not for crashing, what’s it for?’ The answer to that is anything you want it to be. You might think that is a bit of a cop-out answer, so in contrast to that, we want to see more sim racing-inspired updates this year. The tyre model for slick tyres especially is well overdue for an update. Multiplayer has also come a long way, and we think it is time for some organised racing events!

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BeamNG’s Racing Update: What We Want To See​

In this section, we will cover just a selection of new additions and features we would love to see added to BeamNG’s racing update.

Tyre Wear & Degradation​

Tyre wear is one of the most important elements of a realistic racing simulator. Whether you are racing on ovals or karting circuits, tyre wear and degradation are vital factors in race strategy and simulation.

The littering of rubber outside of the racing line would be an immensely difficult aspect to add to a simulation as detailed as BeamNG. However, that will not stop us from speculating! The rubber discarded from tyres over a race distance leaves what is known as ‘Marbles’ by the side of the road. If you were to go wide and run over these bits of rubber, your tyres would pick them up and you would have much less grip and control until they eventually wore off again.

Ferrari 250 GTO.jpg

Screenshot from Assetto Corsa. The rear tyres deform under load and wear accordingly. Could we see something similar to this in BeamNG’s racing update?

Having this level of tyre simulation in BeamNG is not too far-fetched. However, do not expect it to be very hardware-friendly. Every piece of rubber simulated on a set of tyres would certainly cause issues for lower-spec PCs.

The model for slick tyres is the main issue holding BeamNG back at the moment. Once this issue is sorted and redesigned, the rest of the simulation will catch up and racing can finally start to take shape.

Hirochi Raceway Remaster​

Hirochi Raceway has been a mainstay within BeamNG for a long time now – eight years, believe it or not! We think it is well overdue for a bit of love from the developers. The layout is now synonymous with the title, so changing that would be a real shame. However, the trackside grandstands, surroundings and the overall feel of the map are still very 2014.

The Hirochi raceway has plenty of varying layouts as well as a derby track and a figure-eight jump track. The variety of missions is surprisingly poor and, considering it is a racetrack, there should be considerably more tarmac racing-based missions.

1962 NASCAR.jpg1999 Touring Car.jpg

The world of modding has added plenty of missions that include racing, but we are just talking about first-party developer-level content. Within the game, race cars are plentiful, both modern and classic. The highlights would be the replica of the Honda Accord Supertourer and the 1960s Stock Car. Both vehicles are included in the vanilla version of BeamNG.

Multiplayer Events & Organised Racing​

Multiplayer has been a part of BeamNG for a long time now. However, it is still unofficially supported. BeamMP is a mod and creates servers for players to race on and create scenarios with each other. Modded servers also exist for activities like parkour and drag racing.

What we want to see BeamMP used for is proper door-to-door racing. The beauty of BeamNG is that people can create cars within the game or externally with Automation. There are versions of real-life circuits like the Nürburgring and Spa-Francorchamps available through mods. However, the vanilla BeamNG maps offer some incredible layouts. What better map than their own freshly overhauled Hirochi Raceway for some developer-backed community events?

BeamMP.jpg

BeamMP supports Vanilla content as well as providing modded servers

BeamNG‘s racing update is yet to be announced or even teased. However, these speculations are what we want to be added when the update does eventually land. There are lots of other aspects we want added and there are bound to be lots you want added. Time will tell if the BeamNG developers prioritise simulator-level updates to the racing and tarmac physics.

What do you want to see in the future for BeamNG.drive? More racing content? Trucking and haulage updates? Let us know on X @OverTake_gg or down in the comments below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

DEVS: Could be a quick win if Beam.NG gives an attention to non-rally dirt racing as dirt oval, rally cross, whatever happens in Wreckfest and things like that, because there are not much sims doing it and the game already is good enough for these things work fine. But would also cool if they work the aero + tire models and the racing structure (for us to have all the sessions and it all be organized and functional).

Also would help some tracks more Potato-PC friendly, as are the mods of Spa and Nordschleife (coincidentally, the two most popular real life racing tracks in simulation). I really don't know why the original BNG maps are so demanding on hardware as there are a lot of other games using bigger and more complex maps/tracks with way less effort.

BNG has a lot of potential and already is fun... specially combined with Automation (I know... not good cars when ported from the last one... but still fun). Would be cool if this communion is enhanced (as Automation now has racing tires)... even if the effort is a two way work.
 
RD, who's that "we" you're talking about when mentioning those desired changes? BeamNG didn't even exist for you 2 years ago. Now you want it turned into all the other sims you write about? :)

You really have to start writing as if there are readers with more than 2 neurons out in the wild. Because there are.

BeamNG has had deformable tyres long before Ilja - a third party - brought them to Assetto Corsa. Are you sure we're in the same universe, not parallel ones?

Then, why would BeamNG try to become a racing sim, when as it stands today it is the most played car sim on Steam, more than any racing sim out there and achieving things that actual racing sims don't even dare dream of, realistic damage being one of them?

It does grip driving AND rallying/offroading better than any sim out there. Where's the player base to justify changes like tire marbles, when ACC has 5 times less active players, at any time, than BeamNG? Tire marbles are good for circuit driving, BeamNG has maps bigger than all of AC's circuits put together.

And last but not least, aren't there enough racing sims out there - AC, ACC, AMS2, rf2, iRacing, Le Mans Ultimate - for everyone to get their fix? Do we really need to change everything to suit our taste?

I for one, would like BeamNG to strive to be the best car and driving simulation it can be. As it stands, it's offering the best and most fun experience I've ever had playing a car sim. If I want to race a specific series realistically, I have options. We all do.
 
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Hey everyone, BeamNG dev here. We certainly want to improve the simracing aspect of it! I'm one of the devs pushing the most for it, as I love doing amateur irl trackdays and drifting, and also racing online since the GPL vroc days, or offline way before.

So yeah, we definitely hear you and share this goal. But it's important to understand that we aim to be a full driving/vehicle simulation - which by definition means we cannot focus all our resources on one very narrow scope. And therefore all efforts will take longer than you might expect when looking at this project from the outside. Specially when we're also trying to tame the beast that a soft-body physics engine can be at times.

Anyway, enough excuses :-D Fortunately there's plenty of other awesome sims out there, which offer incredible value, so you have really good alternatives to try while you wait for us to catch up in this particular area of driving simulations :)
 
RD, who's that "we" you're talking about when mentioning those desired changes? BeamNG didn't even exist for you 2 years ago. Now you want it turned into all the other sims you write about? :)

You really have to start writing as if there are readers with more than 2 neurons out in the wild. Because there are.

BeamNG has had deformable tyres long before Ilja - a third party - brought them to Assetto Corsa. Are you sure we're in the same universe, not parallel ones?

Then, why would BeamNG try to become a racing sim, when as it stands today it is the most played car game on Steam, more than any racing sim out there and achieving things that actual racing sims don't even dare dream of, realistic damage being one of them?

It does grip driving AND rallying/offroading better than any sim out there. Where's the player base to justify changes like tire marbles, when ACC has 5 times less active players, at any time, than BeamNG? Tire marbles are good for circuit driving, BeamNG has maps bigger than all of AC's circuits put together.

And last but not least, aren't there enough racing sims out there - AC, ACC, AMS2, rf2, iRacing, Le Mans Ultimate - for everyone to get their fix? Do we really need to change everything to suit our taste?

I for one, would like BeamNG to strive to be the best car and driving simulation it can be. As it stands, it's offering the best and most fun experience I've ever had playing a car sim. If I want to race a specific series realistically, I have options. We all do.
Hi Jonelsorel,
Would you mind to tell me, us, a day type when you play , enjoy the game?

I would like to buy it in the Steam sale, but I'm a track racer and I'm very curious to know how people play it. I mean, the highest number of players in the last few months, it achieved an amazing result.

so, you after a work day: let me play beamNg, double click and….

Thanks in advance:)
 
Premium
Had a bad Trackday Practice, not a problem, call in the LiftUp Truck with a 'Working Winch', hook it up to the car, drag the car onto the Trucks Deck:inlove:...then head back to the Pits for some running repairs:thumbsup:...just awesome..

Luckily I had the identical spare Track Car there also to carry on testing and set up;)

0 BeamNG Gavril Cabstar ROLLBACK with WINCH copy.jpg
00 BeamNG HIROCHI RACEWAY Ibishu CRASH with TOW TRUCK copy.jpg
0a BeamNG HIROCHI RACEWAY Ibishu CRASH with TOW TRUCK copy.jpg


...dang, still didn't go that well:redface:...smashed the passengers side rear Brake Light:confused::roflmao:

0b BeamNG HIROCHI RACEWAY Ibishu CRASH with TOW TRUCK copy.jpg


...just some of the IRL consequences available in BeamNG:inlove:...and one of many ways I personally like to enjoy BeamNG:geek:
 
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Premium
Hey everyone, BeamNG dev here. We certainly want to improve the simracing aspect of it! I'm one of the devs pushing the most for it, as I love doing amateur irl trackdays and drifting, and also racing online since the GPL vroc days, or offline way before.

So yeah, we definitely hear you and share this goal. But it's important to understand that we aim to be a full driving/vehicle simulation - which by definition means we cannot focus all our resources on one very narrow scope. And therefore all efforts will take longer than you might expect when looking at this project from the outside. Specially when we're also trying to tame the beast that a soft-body physics engine can be at times.

Anyway, enough excuses :-D Fortunately there's plenty of other awesome sims out there, which offer incredible value, so you have really good alternatives to try while you wait for us to catch up in this particular area of driving simulations :)
Welcome 'stenyak', great to see you here.

Only my opinion but more than happy with what's availble in BeamNG at present with an absolute plethora of genre types of content to keep one entertained....really looking forward to what the future may hold.:)
 
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I really really like the idea of BeamNG...

I just find it really hard to find time for it... So many sim racing titles to pick from and what I see in BeamNG is enticing, I'd still be more likely to pick something up with a more focussed element to play...

A good slick tyre can really make a huge difference in a game, as can a bad slick tyre cause me to complain endlessly about the other flaws in a game... So I really agree with the take in this article for multiple reasons...

I don't fully get what I'm supposed to do in BeamNG I guess is the main problem at boot up for me... It's a driving game, but what is the aim?
 
Premium
Going to claim insurance on the Track Car:p...using the Raceway's working 'Forklift', lifted the Track Car up and into the Dump Track and off to the Wreckers Yard:D
0c BeamNG HIROCHI RACEWAY Ibishu CRASH with TOW TRUCK copy.jpg


...oh well, c'est la vie....only in BeamNG:inlove:
 
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Premium
I don't fully get what I'm supposed to do in BeamNG I guess is the main problem at boot up for me... It's a driving game, but what is the aim?
While I can not tell you what the aim of BeamNG is for you personally, for me it was being able to do most if not all of the IRL Track Day racing scenario.... ie: Loading up, physically driving the car onto a Trailer etc and hoping not to crash it while doing so:roflmao:.

Driving to a Track within the Map and trying to get there safely without dropping the Track Cars off the side of the Trailer or having an accident while driving the Truck etc, unload the Track Car or Cars at the Track, drivng around adjusting the 'Set up / Tuning Gear Ratios, Suspension etc and even upgrading to 'Go Faster' parts ie; 'Stage 1, 2 ,3 performance Blocks', better Race Brakes, Manual Race Transmission etc etc.:geek:

If you do have an accident, 'Spawn in' a Tow Truck with a working winch, drive to where your Track Car is, load it onto the Towing Truck, take it back to the Pits for Repair.:)

This is something that works well for me personally and find very interesting to do which can fill up some time, when I have some:)...this is only one scenario.

Plus my interest in taking Screenshots is added to all the above, many hours of entertainment...when there is time to do so.

However, jumping into AMS2, Raceroom, ACC, LMU etc etc is also awesome when I want some Single Player action on some of my favorite Tracks.:thumbsup:

Finding your jam / likes within BeamNG may take some time, but only if interested in doing so;)

Only a personal opinion:)
 
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RD, who's that "we" you're talking about when mentioning those desired changes? BeamNG didn't even exist for you 2 years ago. Now you want it turned into all the other sims you write about? :)

You really have to start writing as if there are readers with more than 2 neurons out in the wild. Because there are.

BeamNG has had deformable tyres long before Ilja - a third party - brought them to Assetto Corsa. Are you sure we're in the same universe, not parallel ones?

Then, why would BeamNG try to become a racing sim, when as it stands today it is the most played car game on Steam, more than any racing sim out there and achieving things that actual racing sims don't even dare dream of, realistic damage being one of them?

It does grip driving AND rallying/offroading better than any sim out there. Where's the player base to justify changes like tire marbles, when ACC has 5 times less active players, at any time, than BeamNG? Tire marbles are good for circuit driving, BeamNG has maps bigger than all of AC's circuits put together.

And last but not least, aren't there enough racing sims out there - AC, ACC, AMS2, rf2, iRacing, Le Mans Ultimate - for everyone to get their fix? Do we really need to change everything to suit our taste?

I for one, would like BeamNG to strive to be the best car and driving simulation it can be. As it stands, it's offering the best and most fun experience I've ever had playing a car sim. If I want to race a specific series realistically, I have options. We all do.
The 'We' refers to the RaceDepartment and OverTake staff. not the RD userbase.
 
I really really like the idea of BeamNG...

I just find it really hard to find time for it... So many sim racing titles to pick from and what I see in BeamNG is enticing, I'd still be more likely to pick something up with a more focussed element to play...

A good slick tyre can really make a huge difference in a game, as can a bad slick tyre cause me to complain endlessly about the other flaws in a game... So I really agree with the take in this article for multiple reasons...

I don't fully get what I'm supposed to do in BeamNG I guess is the main problem at boot up for me... It's a driving game, but what is the aim?

I for one have been simming for the last 20 years and feel very much constrained by regular sims because of their reduced scope. I pretty much know the positioning of every trackside object/tree with my eyes closed.

And I know I've mentioned it before, but to me a sim isn't a sim without realistic damage and solid penalties for bumper car drivers. Who has been playing on public servers in any sim knows why.

What you get in BeamNG is to do pretty much anything you can think of with a car. You just need a little imagination.
 
Hey everyone, BeamNG dev here. We certainly want to improve the simracing aspect of it! I'm one of the devs pushing the most for it, as I love doing amateur irl trackdays and drifting, and also racing online since the GPL vroc days, or offline way before.

So yeah, we definitely hear you and share this goal. But it's important to understand that we aim to be a full driving/vehicle simulation - which by definition means we cannot focus all our resources on one very narrow scope. And therefore all efforts will take longer than you might expect when looking at this project from the outside. Specially when we're also trying to tame the beast that a soft-body physics engine can be at times.

Anyway, enough excuses :-D Fortunately there's plenty of other awesome sims out there, which offer incredible value, so you have really good alternatives to try while you wait for us to catch up in this particular area of driving simulations :)
BeamNG Drive is great but the slow developement progress is frustrating somehow.
VR still needs work, a new racing update would be fine, the career mode kinda sucks, etc.
Maybe you guys need to hire more developers?
 
BeamNG Drive is great but the slow developement progress is frustrating somehow.
VR still needs work, a new racing update would be fine, the career mode kinda sucks, etc.
Maybe you guys need to hire more developers?
I don't have much to add tbh, it's all in my previous post. In some cases (such as giving birth), more people or more devs does not equal faster results (sometimes it's even slower, loss of efficiency and overhead when you have too many people to sync, I suffer this daily already even though we're not a big dev team). And in other cases, your "this is the most important feature that's definitely needed asap" co-lives with 30 other "most important feature ever" requests. They cannot all happen nor get top priority. And we don't plan to start removing features in order to speed up others.
 
Premium
I don't have much to add tbh, it's all in my previous post. In some cases (such as giving birth), more people or more devs does not equal faster results (sometimes it's even slower, loss of efficiency and overhead when you have too many people to sync, I suffer this daily already even though we're not a big dev team). And in other cases, your "this is the most important feature that's definitely needed asap" co-lives with 30 other "most important feature ever" requests. They cannot all happen nor get top priority. And we don't plan to start removing features in order to speed up others.
More than happy with what has been done to date:thumbsup:....still finding my way through BeamNG with everything that can be done, so much to do:D
 
I don't have much to add tbh, it's all in my previous post. In some cases (such as giving birth), more people or more devs does not equal faster results (sometimes it's even slower, loss of efficiency and overhead when you have too many people to sync, I suffer this daily already even though we're not a big dev team). And in other cases, your "this is the most important feature that's definitely needed asap" co-lives with 30 other "most important feature ever" requests. They cannot all happen nor get top priority. And we don't plan to start removing features in order to speed up others.
Yeah, alright.
Sound like your team needs to be more organised, if you´re having already trouble managing a few devs. When is the final release planned, in 2050?

Hahahaha
 
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I just want to race/drive and not have to go to menu settings 101 for months on end. Where is the triple screen support? Why is it so hard to make basic settings, let along to find them?
 

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