Airbag

Discussion in 'Ideas and Suggestions' started by Some guy writing comments, Sep 3, 2019.

  1. RobertGracie

    RobertGracie
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    At the moment that is not in the classified plans I have seen for the games future, as for implementation of airbags thats probably in version 0.50
     
  2. Glitchy

    Glitchy
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    For everyone saying airbags would be useless because there's nobody in the car..

    Airbags are a part of the car, just like other safety features such as automatic braking after a crash. That argument is totally invalid.
     
    • Agree Agree x 8
  3. Alex_Farmer557

    Alex_Farmer557
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    in a physics sim with practical uses for education, airbags are something you would wish to demonstrate. there's plenty of reasons to want airbags ingame
     
    • Agree Agree x 4
  4. RobertGracie

    RobertGracie
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    Yeah this game is apparently used by Audi (I know there was an investment from them apparently, admins please correct me on this because I think I am wrong on that) how would they cope if they were say testing something in the game and an airbag deployed in the game it wouldnt be good for them and it would make the beam Devs look a bit silly adding it in, if it isnt needed its not in the game for a reason, and I seem to remember topics from the past 6 years asking for this and the Devs answer has been simple "Its not coming to the game ever"
     
  5. NOCARGO

    NOCARGO
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    Progress so far : before to check out the video added you want to know that most emerging issue is the following :
    If the car's structure is damaged, then also the airbag's structure. Well yes, all node/beam structure depends on node/beam
    structure, right ? Chances are it can be fixed though, just didn't gave it thought yet as this is the most recent result.
    Two lesser challenging issues still are the airbag deploying to low (this I can fix but adjusting the position of deployment without
    ugly mesh clipping is time consuming) and the small 'ball' ( undeployed airbag ) being visible during heavy steering. The structure
    itself suffers from g-forces so there's at least two ways to fix this imo : threat mesh as glowmap and make only visible on impact
    ( I think this is possible ) or keep reinforcing the surrounding node/beam structure ( I think this is possible too ) . The latter also might
    result in more deployment stability regarding the major issue mentioned first.



    Please feel free to share opinion. When I sort of fixed the two minor issues I'm going to share this mod since the poll of this
    thread agrees more then obviously. Almost forget to mention that hopefully it will work on 0.18's D-Series too. :D
    And I would LOVE to see someone more skillful than me improve this !
     
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  6. Kasir

    Kasir
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    Looking good! Will the color eventually change to the traditional white?
     
  7. NOCARGO

    NOCARGO
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    Yeah sure, I was thinking about white with slightly grayish hue :)
     
    • Informative Informative x 1
  8. KozyKat

    KozyKat
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    Maybe the Roamer steering wheel would work better, it even says "Airbag" on it.
     
    • Agree Agree x 1
  9. NOCARGO

    NOCARGO
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    Really ? Never realized :)
    I'll keep that in mind and maybe Roamer will be the first one to port it over to. :)
     
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  10. KozyKat

    KozyKat
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    Yep, it's a little "Easter egg". I also thought it may be better as it has a larger cover than the D-series, and could hide the bag itself better.
     

    Attached Files:

    • 20191116222130_1.jpg
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  11. NOCARGO

    NOCARGO
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    Oh yes what a cool detail.. And it's true, it would hide the movement more but that is no excuse to me
    for improving it as I think it should work appropriate. :p
     
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  12. NOCARGO

    NOCARGO
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    Progress : Currently most of the time the airbag deploys too late, funny sight but not effective off course :)


    Below one of the best results


    Currently the results are rather a matter of chance than a reliable consequence. The lower impact speed the more effectiveness.
    I'm trying to get the airbag deployed faster but I'm starting to think there is a limit on the out rate of the hydro's being used.
    I initially started with an out rate of 22.0 (previous videos) and ended up cranking it to a staggering "outrate":352.0,
    and the last iterations I notice no difference in deployment speeds ( I just started doubling til I got to 352 ).
    I already sniffed around the main hydros lua in lua/vehicle but it didn't get me far at first sight.

    The factors to tweak concerning this mod are innumerous and I'm really just scraping the tip of the iceberg. :)
     
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  13. Mr.Bot

    Mr.Bot
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    Making the impossible possible, pretty good ^^
     
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  14. franchoxx008

    franchoxx008
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    well, how is it going? anything new?
     
  15. NOCARGO

    NOCARGO
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  16. G-Farce

    G-Farce
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    I think that will most likely be a feature in the sequel. Perhaps when they are also going to rewrite code from the ground up again.
     
  17. KaiserimnopYT

    KaiserimnopYT
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  18. Nadeox1

    Nadeox1
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    Few things are impossible, as far you have the time to dedicate to it.
    Said that, we don't have plans to have airbags and/or passengers.
     
    • Agree Agree x 2
    • Informative Informative x 1
  19. EnderSamDGAT

    EnderSamDGAT
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    Ok, but if they don't add people to the game, they don't really serve a purpose.
     
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