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Is Rolling Difficult To Program?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Danny Werewolf, Dec 19, 2018.

  1. Danny Werewolf

    Danny Werewolf
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    I understand it's on CryEngine, but I watched the CryEngine crashing videos. I'm really curious what happened to being able to grip rolling a vehicle



    Especially when pitting someone, it seemed pretty simple, but I can't get to keep a Grand Marshall rolling on a smooth flip ramp.

    In real crash videos, sure seems like it. I know it's difficult to even simply get the vehicle to handle correctly, but what might need to happen? Something with gravity?

    This probably didn't make any sense.
     
  2. CarsRFun

    CarsRFun
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    Do you mean where in that version you were able to roll by turning viciously where now you can't as much or?
     
  3. Kueso

    Kueso
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    has to do with your speed and trajectory at entry and when you leave it.
    if you turn to the direction at which your wheels are pointing away from the wheels on the ramp, your car wont roll as much
    but when you turn the wheels to the ramp, it will have greater angular momentum and will flip/roll your car easier, because the turned tire cant freely role, and causes greater friction (grip in this case).
    Also because you shifted the weight of the car the direction it wanted to go, which mean it will flip easier.
    hope that also made sense XD

    This post was made by physics major gang
     
  4. Harkin Gaming

    Harkin Gaming
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    Its probably just the fact that they have changed a lot of variables to be more accurate. In this older version I have noticed that the cars are stiffer, aren't correctly weighted, and have much more grip than is realistic. I am guessing that when they improved this stuff over time that the effects you are talking about have been negated. As a side note, cars don't roll IRL if the tires are sliding on a hard flat surface.
     
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  5. Kueso

    Kueso
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    also this /\
     
  6. Danny Werewolf

    Danny Werewolf
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    7b3562e6ac4116a11883ba3340b1d5e0.png
    Insert Anxiety Here...

    @CarsRFun Yeah, exactly what you meant.

    @BlueGinge123 Huh. Yeah, I was trying to turn my tires towards the ramp aswell. But that makes sense.

    @Harkin Labs Gaming Huh. That really sucks. Also, kind of surprised. I always thought they could atleast easily roll, atleast on most occasions.
     
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  7. Kueso

    Kueso
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    lmao
    I actually like the attention
    but i guess thats my immaturity shining thru again... :p
     
  8. Danny Werewolf

    Danny Werewolf
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    Major bump, but I made this thread so reeee.

    But I thought about this just now. What would be the easiest way to grip roll a vehicle, if it's even possible? Either with a small ramp, pushing the car from the side with speed (Like at 1:57 in the OP's video) or literally grip rolling with super sticky tires...again, if possible. I'm just curious at this point.

    At the same time, this all could probably be ignored because it's CryEngine, not Torque3D, but as far as I know, this happens sometimes in fast racing.
     
  9. Littleturdlet

    Littleturdlet
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    Cryengine or Torque3d doesn't have anything to do with the physics. They both use the same physics engine, it's just that the physics are more realistic now.
     
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  10. fufsgfen

    fufsgfen
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    Tire stuff was changed in somewhere around 0.8 and after that semi did not roll, but were sliding.
     
  11. Capkirk

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    Drag tires and removed ARBs should make most things roll. Cars are pretty hard to roll IRL, 90s SUVs are just about the only car that will roll on a level surface.

    The problem with rolling is you can lift up the inside wheels pretty easily if you have soft suspension, but once you do your grip is limited (not quite cut in half but still reduced) and it's pretty hard to continue the roll after that. Continuing the roll requires you either have enough grip that you can pull 0.9+ Gs with only two tires, or that you have a high enough center of mass that you only need 20 degrees of roll to tip over completely.
     
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  12. Danny Werewolf

    Danny Werewolf
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    Makes sense. I’m also guessing weight transfer, if it could be simulated (Humans, Seats, items in the car) that it would also be easier to roll the car?
     
  13. Capkirk

    Capkirk
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    The interior and seat nodes of vehicles can shift around a bit with the car. Notice how much the interior cam jostles around? The rest of the interior is moving almost as much. Adding cargo and passengers could make a difference, a heavy suitcase sliding around at an inopportune moment could tip you over. However, on most sedans the trunk is deep enough that putting stuff in it can actually lower the center of mass. Once again, only SUVs are really susceptible to rollover under any condition.
     
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  14. krallopian

    krallopian
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    Make a ground model with more static friction. Like the drag asphalt. Then you'll have what you want.
     
  15. Danny Werewolf

    Danny Werewolf
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    Huh...so the asphalt on some race tracks is gripper than highway asphalt? Aswell as vehicles constantly flipping on asphalt. That seems difficult even with a flip ramp.

    I never noticed how much that moves, thought it was camera only. I’ll provably test this later
     
  16. fufsgfen

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    Race tracks have rubber laid down by constant racing, which adds to grip.

    There is term green track, that refers to condition of race track that has less grip than what there is during race weekend as more rubber is laid down to racing line.

    Racing slicks and street tires are then whole different things, normal car tires flex so much that you tend to ride on sidewalls before flipping over, but stiff high grip slicks can make car to flip over.

    Then on gravel things are more complicated as tire can dig in and it is then like hitting curb sideways and flips car over.

    Still you can flip car on highway too, but it is just not so easy to happen, you would need some kind of landing from altitude in addition to going sideways, tires can then bite enough to throw car over, but usually still needs high center of gravity or long travel suspension.

    Hit the grass or some edge when going sideways and things are again different, cars go upside down.

    There are few cases with cars like Lamborghini that it has flipped over on street and occupants have had trouble getting out, those have quite grippy tires and despite low CG hitting grass sideways when you already have lot of lean, can make it roll around.

    One change in old BeamNG version was that grip decreases with added weight, IRL when landing from bump tires do bite, it was bit strong before and I don't know if it is bit weak now, but there is definitely lot less bite now than before that patch.

    Technically if you put racing slicks on normal 80's 90's car, maybe just add bit of horsepower, you should get it to flip over with aggressive cornering on west coast track.

    I think I have flipped over some cars on there and that is quite realistic as long suspension travel, soft suspension, all that adds to easiness of rolling. Rally cars are more prone of rolling than track cars because of that.
     
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  17. Danny Werewolf

    Danny Werewolf
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    That all makes sense. Thanks.
     
  18. atv_123

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    Slightly different topic... but still sort of relevant...

     
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  19. Danny Werewolf

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    This post also explains a lot. The roll cage point does make a lot of sense aswell...And the issue on the asphalt just being a texture did get me thinking of ditches more as a way of rolling, as shown in the video. Thanks.
     
  20. GotNoSable!

    GotNoSable!
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    Take it from someone who rolled an El Camino at over fifty miles per hour. Grip rolling is hard even when you're in an SUV with racing tires solely because of the car's weight, not to mention literally every single variable that can drastically change how a vehicle handles and performs.
     
    • Agree Agree x 2
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