I have noticed that cars stick together a lot ever since the collision code has had major changes. I know it's not as easy as it sounds, but please, change back to the old collision code. It was so much better, cars would actually collide instead of sticking together. POLL: http://www.strawpoll.me/10825860
You have no idea what you are talking about, they are trying, its still wip, leave it to someone that knows.
I kind of have to agree with @SuperNoob05 here, it's currently impossible to do anything involving multiple vehicles (derbies, crashes,etc), which removes a large chunk of fun factor from the game for me.
Can you be more specific regarding 'old code' vs 'major changes'? This has been an issue since day 1 but in my opinion it is currently much better than it was. There are many times these days I thought sticking would happen and it didn't. There has never been a time where "cars would actually collide instead of sticking together" that I know of.
I remember, when I bought the game early mid year, instead of cars sticking together when hitting eachother at 2mp/h, they would just hit eachother and everything would be perfectly fine, no "crash welding", nothing.
This happened at 2MPH, car is totally undamaged but the door just "sucked" the tire right in... So yeah I think it needs some improvements.
I always like to link this video to show how things were before: Actually, it has changed so much that if you try to play in the old version of gridmap it is impossible to go over rocky section without destroying the tires. I would love if devs switched to the old collision code until they implement edge collisions.
I'd also like to agree, I'm not sure what changed but this specific area is why I don't use more than one vehicle. They just stick together at any collision.
Well I have to admit I haven't played the ambulance yet and I will admit the only thing that has consciously irritated me on this is an extreme propensity for vehicle doors and plastic bumpers to get caught on anything. On the other hand I have noticed a decent improvement in head on collisions as well as incidental, unplanned type of collisions. My argument is weak though and I agree this problem needs to be fixed. I guarantee you the devs would love nothing more than to announce right this minute a miracle fix that will all make us shit our drawers on the spot. The minute science and math of what's going on in this type of physics will make a fix to this an incredibly difficult challenge to do right. We just have to deal with it or attempt to help think of a solution ourselves.
I wonder how many people that voted actually knows what is being discussed, or how the game works at least.. Collisions, especially nodes getting stuck, are a complex issue. So, the more you know, etc etc. The current code is heaps forward regarding the older one, in terms of efficiency and stability. Some things still need to be ironed out, but reverting to the 'old code' (what does that even mean), is impossible, un-progressive and would waste the months @estama spent working on it.
The reason I love BeamNG is because a group of people are blazing a trail in realtime deformation that 99% of all great racing developers dare not touch much less even care about. I like to understand what the whole node/beam theory is and just how difficult it is in reality because I have dreamt of this since I was 11 years old and it is awesome to see and hear and experience step by step how it is being tackled. I want more than ever to see this succeed and master the realm of magic that is realtime physics based deformation in a video game. Some can't grasp what is involved with this but my insane passion is more than willing to realize that this endeavor will not come easily nor tomorrow. This is trailblazing stuff here and people tend to forget what they are actually able to do in BeamNG compared to anything past or present. Vehicle sticking is an inherent byproduct of this approach and I think if more people were able to visualize in their minds exactly why they would begin to see and understand how simply changing code is illogical. God, this turned into a bit of a rant. Anyway, I feel much better now.
There is no one "old collision code". As in everything having to do with code, there is a series of "old collision codes". With each different revision of it containing bug fixes or stability/performance improvements. Focusing on the bug fix and stability improvements, what each one of these means is that collision is becoming better at *not* allowing things to pass through each other. The mirror side of this is that in case something erroneously passes through, then it'll be harder for it to go back to the correct side. On the other hand, the progress of the collision code means that carrying vehicles is immensely more stable than with the "old" collisions. I understand your frustration with things getting stuck (which is more pronounced with wheel nodes because they are a lot harder for collision systems). But on the other hand you have to also understand that BeamNG is still in development. We cannot freeze progress on a subsystem just because some specific cases will become worse by some %. In conclusion, i want to say that we are aware of these problems and we are putting an immense amount of effort trying to find ways to improve/solve them. A lot of research is still needed so i cannot give any time-frame when these problems will be solved (assuming we are even able to solve them).
Y'know..... Maybe, someone could make a mod that replaces the current code with the collision code from 0.4.6 Then, we can really see what is better...
You have no idea how of this thing works. It's not a mod that will replace a whole piece of the game code. Stick to what Estama said. In response to the video above:
And you are.........CORRECT! You have won....... A free spam post! (I don't even know how to make a custom skin....)
Sorry for the MASSIVE bump, but I need to inform you that I repeated these tests today and nothing got stuck. I tried multiple times and it was the same result every time. Good work devs! But, when I tested it with the ambulance, it got stuck 9/10 times...