Cars don't expload in real life, fires would be annoying over time if you just want to crush a car beyond drive-ability as much as possible.
It's more about the un-realism, you haven't anything to back this up, plus there have been mods for explosive tanks of propane tanks.
Theres a "--fire.init()" In the main.lua of the vehicle lua files. Although im pretty sure it was for testing or debugging or as a pun. One can dream.
Oh? Maybe it is related to the node eating disease? I'd remove the "--" (comment thingy) but I don't feel like looking for it.
That's not how Lua works, though. Calling fire.init() will call the init field of the variable fire. That variable can contain anything, including (but not necessarily) a table created in a file called fire.lua (what BeamNG calls a "module"). It might also be a table declared in the same or any other file, in whatever directory. It might be a T3D object that has an init function. Only one way to find out...
I tried removing the "--" from everything that says "fire" in the main.lua file and all it did was crash the game. Either I did something wrong or it's just not supposed to work. I don't really car about it though, since it'd probably just lag the game to death for me anyways.
Or it is (or was) planned and either isn't finished or is not functional atm. Maybe a dev can give insight. Or just silence us because it is supposed to be a surprise.
How do you know? In every game where a feature is requested, someone always says "no, it's too performance heavy" how do you people know this? Anyway, Explosions... only if the game features explosives. I'd enjoy fire though, I have to say.
Remember the propane tank? It rapes framerates when it explodes. And it is unstable. Even in AAA titles, explosions can cause instability.
of course its unstabled, it deliberately relied on buggy unstable JBeam rather than generating an actual force to apply to objects.
That wasn't an actual simulation of an explosion though, was it? It was as sixsixsevenseven said, an unstable jbeam structure that when broken flung nodes far and wide at high velocity. An actual explosion simulation is something that has yet to be tried... but I imagine it would be about as costly to performance as the wind simulation is, because both would likely just be represented as a force imparted to some nodes.
Fire and explosions are both possible (especially explosions) All fire would need is some pretty effects and a ton of coding to get it to melt and burn pasts correctly.