Upshift and floor it to pull (or at least help keep) the front up while mid-air! The rotational energy you put into spinning up the wheels also equally applies to pitching the car up :) Demonstration: czcams.com/video/3vRGtIHX1Ks/video.html
"The concern with it is two-fold" *proceeds to fold the car in two* You couldn't have done it better even if you scripted it, Alex! Perfect comedic foreshadowing!
The Part 2 of the original Canyon Jumping video was the first video I ever watched on this channel! So fun and nostalgic to still be here and see it again.
The problem with the EV is that, just like the ones in real life, when you lift off the accelerator, it automatically starts regen braking with its motors, hence why the brake lights come on. There's no coasting - you're either accelerating or braking (of course on most real-life EVs you usually can turn the automatic regen feature off somehow, so you can coast).
I LOVE all of these Jump The [thing] maps and challenges! Reminds me of the good old days where everyone would do stuff on the original Car Jump Arena!
I think vehicle aerodynamics is also modelled, I once accidentally created a vehicle which acted like a sail during jumps, which enabled it to jump the longest, because it got a lot of air.
Yep, that's how come it can simulate planes and boats somewhat realistically. I don't know how detailed it is or whether there's precalculation in the models, but it does take account of some kind of fluid dynamics for both air and water (and other substances too - mud, snow, gummy bear flesh...), and if you lose a wing your plane falls from the sky. Also a definite difference in top speed performance between having a big box inside an SUV and putting it on the roof, without any change in the weight.
@@tahrey it can simulate planes really well, but boats are kinda iffy but it's known that the devs can tweak things so boats can be made easily. Planes are already a thing though
@@nerfgodbigguy1405 Boats seem to work OK at least, like they have buoyancy etc, though that may be a programmed rather than emergent property? Getting an enclosed boat to sink may be difficult due to needing doors / windows that would have to break to let water in and fill it up, and that's something that I'm pretty sure Beam doesn't do... Cars seem to have a certain bit of buoyancy and wheels will float if broken off, so there's SOME mechanic to it there. But I guess there's just a part of the sim that determines whether you're in air or in water and calculates the lift/float dynamics accordingly...
You should do a race, which includes this canyon jump, with the crew. I think it provides an interesting challenge in which you must pay close attention to your speed.
The Moonhawk landed beautifully I'd say, but it was still down on its suspension when it went into the dip. I think that killed the oil pan. Stiffer suspension may have saved it indeed!
The principal behind downforce is, if you think of an airplane wing it's designed to create lift. In racing they designed the wings to create downforce. This is explained in a simple form. But you can look it up. To get more of a history. It's pretty interesting how they worked through the information and test to form their conclusions.
You’re close, but there’s a misunderstanding in your explanation of downforce and motorsport aerodynamics. Downforce and lift share the same principle which is rooted in the shape and orientation of an aerofoil. A brief description of an aerofoil is a shape that is designed to create a pressure difference between the top and bottom. Lift is created by having the thick leading edge of the aerofoil facing the direction of travel, this causes high pressure underneath and low above, creating lift. Downforce is created by having the trailing edge face the direction of travel. Technically even a NACA2412 found on a typical Cessna could create downforce if it had the trailing edge face the direction of travel, albeit very inefficiently. Sorry for the long winded reply, I’ve studied aerodynamics throughout my bachelors and masters and just thought I’d clear this up a little, FailRace defiantly cannot create lift by reversing the car.
Thank you for being an outstanding YT commentator and hosting an AMAZING channel... You're my favorite video game car racing channel haha!! And I love the throwback to older videos, happy seeing jump the canyon in 2024! Been a fan of you and your channel all through high school and now into postsecondary life!! Take care Alex :D
As others have mentioned, one problem with EVs is that their regenerative braking system automatically kicks in whenever you let off the accelerator, meaning the car is literally incapable of coasting. Another problem, however, is also that they're built in with speed limiters, keeping them from exceeding a certain speed(this is due to the electric motors being so powerful and easily capable of accelerating the car to 150+ mph), which is why you were stuck at 112 approaching the jump. Now, take out the limiter, and things could get interesting...
You're right about the speed limiter. AND in beam you're able to turn off the auto regen braking in the radial menu ,it really cool how beam has these things. No other game can compare.👌
@failrace the barstow balked its shift for the same reason the many wheeled beast truck had problems with 5th - beam's attempt at gear grinding simulation, which is kinda janky at the moment. If you shift too quickly, that damages the synchros, and one of the seemingly random side effects that then causes is it locks in gear until you lift off the throttle for a moment (and keep revs BELOW the red line). Deeply unrealistic but that's the way it is at the moment. Basically, it considers "shift time" as how long you take to move the stick and give the box internals to sync up, represented by how long you hold down the gearshift button/key. Which of course goes against all developed simracing instincts where you hit it as quickly as possible, which now only works for sequential or (semi)autos. Most don't need a LONG press, but just enough to be noticeable as a quick press-hold-release. Don't know if it recurs after the initial crunch, but accumulated synchro damage is supposed to cause an increasing chance of shift problems like not getting INTO or slipping out of a particular gear. Holding the clutch in during the shifts seems to help a bit, but doesn't prevent the problem entirely. The only real way to not have to deal with it is to use Arcade shifting (honestly probably not a bad idea for the trucks or purely acceleration based challenges like this, as it optimises the upshift points, even though downshifts take forever), or turn off synchro damage / turn on a greater level of manual shift assistance in the options.
I would so like to see your three attempts with that White and Yellow Rally Spec on a Future Failrace Episode. The Flying Lego Car that comes with an I Love Crashing Into Trees Magnet.
@failrace also the bigger problem for the tograc, than the unexpected regen, is that it has a 180kmh speed limiter by default... Or, 112mph. So it's never going to reach 116+ unless you go into the config and chop that out ;)
i think the lego car may have still been drivable after the 3rd attempt. it said rear driveshaft broken but i assume its awd and might have still had front drive?
Nah, i think that's more an effect than a cause. He shifted into 2nd too fast and crunched the synchro, and that's one of the (somewhat unrealistic) things beam does as a consequence - can't shift again until you let off the throttle. Makes no sense in terms of simulation but does punish you for mechanical abuse and encourage you to do better, so long as you know the cause.
_"Tonight, we become daredevils, soaring like eagles.... on pogo sticks! This is FailRace, where its silly event time on BeamNG, where we ask:_ * 7:54 _"Does going sideways on a jump help an old sedan in any way?_ * 19:25 _"How much crunch can a muscle car get for its landing?_ * 13:04 _"And has Alex stopped those pesky kids by stealing their van?"_
I think it must be something in the definition of the map, similar to how the motorsports playground has excessive amounts of bloom (i see the same problem with the nurburgring map, but few others). Lighting is an important part of the modelling description and the feel of a level after all. Can probably compensate for it by adjusting the gamma level in the graphics settings, but not guaranteed. And maybe Alex doesn't realise it's needed, depending on how things look on his monitor, or at least how to fix it. Likewise turning the bloom effect off in the other cases, though that does make things look a bit flat and it'd be better if beam allowed you to adjust the strength...
@@oskars5728 the sun glare effect when a bright or shiny surface catches the light, simulating something that's brighter than your screen can display without making everything else stupidly dark. Like the glow around the white centre of a light saber. Turns up somewhat with actual cameras too. Like the overly dark shadows, when done properly it's a subtle thing that really enhances the realism and vibe of a computer generated scene, but if overdone it just ruins it instead
Well that's the challenge isn't it... Though it did let the orange muscle car (i totally forget the name somehow) absolutely butter the bread at 116...
"it might survive"
*immediately nose dives*
😂
Many old viewers: I know this one. It's a classic
Many new viewers: What do you mean, it's brand new.
9:52 better landing than ryan air
Upshift and floor it to pull (or at least help keep) the front up while mid-air! The rotational energy you put into spinning up the wheels also equally applies to pitching the car up :)
Demonstration: czcams.com/video/3vRGtIHX1Ks/video.html
"The concern with it is two-fold" *proceeds to fold the car in two* You couldn't have done it better even if you scripted it, Alex! Perfect comedic foreshadowing!
I might consider the driver's head also as one of the soft, squishy bits. Just saying.
More Canyon jumping! Yay. But wot about Driven till Destruction? Love that series.
Ye we need more
Is that Talent the little sibling of the World's Noisiest Bastion? Because that thing is also strangely upbeat in it sloudness.
Im betting only one makes it
🤣🤣 The curiosity camper
The Part 2 of the original Canyon Jumping video was the first video I ever watched on this channel! So fun and nostalgic to still be here and see it again.
The problem with the EV is that, just like the ones in real life, when you lift off the accelerator, it automatically starts regen braking with its motors, hence why the brake lights come on. There's no coasting - you're either accelerating or braking (of course on most real-life EVs you usually can turn the automatic regen feature off somehow, so you can coast).
You can also do that in BeamNG; in the radial menu under the Powertrain section you can set the regenerative braking level.
And the low centre of gravity doesnt help much ,all that weight on the bottom
4:45 Hey Alex, I don't think the driveshaft survived 😂
I LOVE all of these Jump The [thing] maps and challenges! Reminds me of the good old days where everyone would do stuff on the original Car Jump Arena!
Siri play jump around
Everyone channeling their inner Evel Knievel.
3500 pounds of metal and he's talking about "soft, squishy bits". 🤣
It's all relative ;)
Yeah I think the Lego car was by nature too stiff to survive. It almost gained energy in the rolls.
I think vehicle aerodynamics is also modelled, I once accidentally created a vehicle which acted like a sail during jumps, which enabled it to jump the longest, because it got a lot of air.
That is absolutely the case
Yep, that's how come it can simulate planes and boats somewhat realistically. I don't know how detailed it is or whether there's precalculation in the models, but it does take account of some kind of fluid dynamics for both air and water (and other substances too - mud, snow, gummy bear flesh...), and if you lose a wing your plane falls from the sky. Also a definite difference in top speed performance between having a big box inside an SUV and putting it on the roof, without any change in the weight.
@@tahrey it can simulate planes really well, but boats are kinda iffy but it's known that the devs can tweak things so boats can be made easily.
Planes are already a thing though
@@nerfgodbigguy1405 Boats seem to work OK at least, like they have buoyancy etc, though that may be a programmed rather than emergent property? Getting an enclosed boat to sink may be difficult due to needing doors / windows that would have to break to let water in and fill it up, and that's something that I'm pretty sure Beam doesn't do...
Cars seem to have a certain bit of buoyancy and wheels will float if broken off, so there's SOME mechanic to it there. But I guess there's just a part of the sim that determines whether you're in air or in water and calculates the lift/float dynamics accordingly...
Cant wait to see some CARnage
FR: The Barstow is notorious for its driveshaft breaking.
... proceeds to insert engine between front seats.
You should do a race, which includes this canyon jump, with the crew. I think it provides an interesting challenge in which you must pay close attention to your speed.
The Moonhawk landed beautifully I'd say, but it was still down on its suspension when it went into the dip. I think that killed the oil pan. Stiffer suspension may have saved it indeed!
More of this kinda stuff please
Crashes. Rollovers. (Fire. Explosions.) Hopefully. FUN.
The FailRace crew should do some multiplayer stuff with the Lego car! If it's not too taxing on everybody's PCs that is...
I say if they were to add characters and ragdoll physics, it would be cool to see where they would end up 😂
More funky weirdness: you missed the invisible wheel tethers.
The principal behind downforce is, if you think of an airplane wing it's designed to create lift. In racing they designed the wings to create downforce. This is explained in a simple form. But you can look it up. To get more of a history. It's pretty interesting how they worked through the information and test to form their conclusions.
You’re close, but there’s a misunderstanding in your explanation of downforce and motorsport aerodynamics.
Downforce and lift share the same principle which is rooted in the shape and orientation of an aerofoil. A brief description of an aerofoil is a shape that is designed to create a pressure difference between the top and bottom. Lift is created by having the thick leading edge of the aerofoil facing the direction of travel, this causes high pressure underneath and low above, creating lift. Downforce is created by having the trailing edge face the direction of travel.
Technically even a NACA2412 found on a typical Cessna could create downforce if it had the trailing edge face the direction of travel, albeit very inefficiently.
Sorry for the long winded reply, I’ve studied aerodynamics throughout my bachelors and masters and just thought I’d clear this up a little, FailRace defiantly cannot create lift by reversing the car.
It would be fun to have a challenge with the film crew to see who can build the best car in Automation to survive jumping the canyon.
85% talking, 15% actual gameplay
6:33 the prior jump destroyed the gearbox so badly the next one even felt the damage of it.
Thank you for being an outstanding YT commentator and hosting an AMAZING channel... You're my favorite video game car racing channel haha!! And I love the throwback to older videos, happy seeing jump the canyon in 2024! Been a fan of you and your channel all through high school and now into postsecondary life!! Take care Alex :D
The transmission poking through the roof is generally considered a very bad day
I love these! I’m happy this series is back!
kevin jumped remarkably well for a nose heavy K car.
13:26 the curiosity caravan has leslft the chat
Jump the canyon is what got me interested in your channel. Also stay safe alex the UK seems to be a bit crazy lately
As others have mentioned, one problem with EVs is that their regenerative braking system automatically kicks in whenever you let off the accelerator, meaning the car is literally incapable of coasting. Another problem, however, is also that they're built in with speed limiters, keeping them from exceeding a certain speed(this is due to the electric motors being so powerful and easily capable of accelerating the car to 150+ mph), which is why you were stuck at 112 approaching the jump. Now, take out the limiter, and things could get interesting...
You're right about the speed limiter.
AND in beam you're able to turn off the auto regen braking in the radial menu ,it really cool how beam has these things.
No other game can compare.👌
you said it Alex "Wow"
13:13 I mean, Fred did the same in the Loch Ness Monster movie :D
@failrace the barstow balked its shift for the same reason the many wheeled beast truck had problems with 5th - beam's attempt at gear grinding simulation, which is kinda janky at the moment. If you shift too quickly, that damages the synchros, and one of the seemingly random side effects that then causes is it locks in gear until you lift off the throttle for a moment (and keep revs BELOW the red line). Deeply unrealistic but that's the way it is at the moment.
Basically, it considers "shift time" as how long you take to move the stick and give the box internals to sync up, represented by how long you hold down the gearshift button/key. Which of course goes against all developed simracing instincts where you hit it as quickly as possible, which now only works for sequential or (semi)autos. Most don't need a LONG press, but just enough to be noticeable as a quick press-hold-release. Don't know if it recurs after the initial crunch, but accumulated synchro damage is supposed to cause an increasing chance of shift problems like not getting INTO or slipping out of a particular gear.
Holding the clutch in during the shifts seems to help a bit, but doesn't prevent the problem entirely. The only real way to not have to deal with it is to use Arcade shifting (honestly probably not a bad idea for the trucks or purely acceleration based challenges like this, as it optimises the upshift points, even though downshifts take forever), or turn off synchro damage / turn on a greater level of manual shift assistance in the options.
13:15 lol xD
Love your content! Hope to see some survive the descent again sometime too :)
I would so like to see your three attempts with that White and Yellow Rally Spec on a Future Failrace Episode. The Flying Lego Car that comes with an I Love Crashing Into Trees Magnet.
Loved the video, but I did have 11 ads, anyone else have a ton of ads?
I still want to know what these maps are called
Canyon of speed
@@owenjackson2390 ok. Thanks. I never saw that on the mod list
I thought this was on the Utah map?
@@Khris260 looks like it was based on Utah but recreated with some new stuff
This map is old old. This came out before Utah
9:25 What on EARTH, I think you might wanna have a word with eve, as she might have been moonlighting abit by making the sounds for it here lol
@failrace also the bigger problem for the tograc, than the unexpected regen, is that it has a 180kmh speed limiter by default... Or, 112mph. So it's never going to reach 116+ unless you go into the config and chop that out ;)
i think the lego car may have still been drivable after the 3rd attempt. it said rear driveshaft broken but i assume its awd and might have still had front drive?
Today on FailRace, some funky weirdness.
Go the Kei Truck!
Yay!😁👍
Y’all really when the airplane moon hawks rear axle disconnected itself but the thing still drove
9:30 - you put a kitten in the engine bkock.😮
Can you use the lego cars in multiplayer? Or is it too much for the computers?
If you slam on the brakes in the air your car will tilt forward due to torque
Do you allow a slight modification?
Could the first car go further with less fuel load?
the first car also has the wrong wheels, sometimes happen on beam.
Could you do this with Volvo V70 from yearly 2000? 😊
The reason the barstow didnt change gears then was because the revs were too high. Ive had it several times before
Nah, i think that's more an effect than a cause. He shifted into 2nd too fast and crunched the synchro, and that's one of the (somewhat unrealistic) things beam does as a consequence - can't shift again until you let off the throttle. Makes no sense in terms of simulation but does punish you for mechanical abuse and encourage you to do better, so long as you know the cause.
when the curiosety caravan had it's body ripped off the frame i internaly said zoinks
This should be called will it jump
Jump the canyon sounds fun, but not as much fun as jumping a cute cheerleader. LOL
do another mp beam destro race. i have ideas. ill give you a dollar.
where i can have the rust vehicles & the 1969 Dodge Charger mod
Where can you get the Lego car?
What map is this?
Could you have hit the brakes on the Formula 4 run
_"Tonight, we become daredevils, soaring like eagles.... on pogo sticks! This is FailRace, where its silly event time on BeamNG, where we ask:_
* 7:54 _"Does going sideways on a jump help an old sedan in any way?_
* 19:25 _"How much crunch can a muscle car get for its landing?_
* 13:04 _"And has Alex stopped those pesky kids by stealing their van?"_
Why do the colours and the shadow have to be so dark? 😐
I think it must be something in the definition of the map, similar to how the motorsports playground has excessive amounts of bloom (i see the same problem with the nurburgring map, but few others). Lighting is an important part of the modelling description and the feel of a level after all.
Can probably compensate for it by adjusting the gamma level in the graphics settings, but not guaranteed. And maybe Alex doesn't realise it's needed, depending on how things look on his monitor, or at least how to fix it. Likewise turning the bloom effect off in the other cases, though that does make things look a bit flat and it'd be better if beam allowed you to adjust the strength...
@@tahrey I guess by bloom you're not referring to a plant, so I wouldn't know how to fix it either...
@@oskars5728 the sun glare effect when a bright or shiny surface catches the light, simulating something that's brighter than your screen can display without making everything else stupidly dark. Like the glow around the white centre of a light saber. Turns up somewhat with actual cameras too.
Like the overly dark shadows, when done properly it's a subtle thing that really enhances the realism and vibe of a computer generated scene, but if overdone it just ruins it instead
I bet it would be a lot easier to jump if the road didn't bend down at the end.
Well that's the challenge isn't it... Though it did let the orange muscle car (i totally forget the name somehow) absolutely butter the bread at 116...
First!!! Oh yeah!!! Jump that canyon!!!
Nope. 2nd.
38th!