they did. by turning up beamspring values a ton, i assume. i don't know if it'd work on suspension, but what you want is possible for the rest of the car for sure.
the problem with doing this is, if you make everything unable to deform, then the suspension becomes unable to deform. you just exclude the suspension? then things like chassis twist aren't simulated, which would make the handling of some vehicles super wonky.
i guess with tons much fettling and trial and error, it's most likely possible, but it's probably out of the cards as an ingame default option
Yeah, that's what I figured lol. Does BeamNG.drive have rigidbody physics or is it all softbody? I think i remember even props and stuff would like still deform if given a fuck-ton of force.
yeh, even some of the strongest props like the bollards and barriers are deformable to some extent, as far as i can tell. the new wiki system holds some beam and node strength information for both vehicles and props iirc, which might help out with creating something nigh-invincible within the physics engine
Short answer: no, not really. Long answer: vehicle jbeams can be adjusted to allow for much more resistance to breaking, compression, and deformation. This process could be performed on the frame and bodywork jbeams of any given vehicle to make it practically impervious without interrupting handling. Hell, it actually wouldn't even be that hard, just up the beamSpring, beamDeform, and beamStrength values on all the relevant parts. Just be aware that with enough force, everything will still break. Tires, suspension, and steering, however, are all a lot more sensitive to these types of changes, potentially making the vehicle a nightmare to drive with just a few slightly altered values. I'm sure that it could be done in a way that drives nice, but it would probably take time and fine-tuning. As such, there's no single option that could be triggered to do this: it would have to be done by hand, per vehicle, and would create entirely separate vehicles. Edit: nvm, Dummiesman has proven me wrong.
You could drop a "scale beamDeform" operator in the vehicles main jbeam file for it to work, for it to affect all cars you could drop a list of vehicles files with individual mod slot operators into the "common" folder to have it pre-load for all cars. To make it for use on the resources page skip the "common" folder trick and create separate mod files. It would be a worthy mod IMHO but you'd have to spend considerable time tweaking various strengths for each car.
you can up the beam strength to max so the cars dont "deform" in some whats, but they still can break as occam said
how so? it's literally the only viable option you obviously have no clue of what you're talking about. Next time just don't say anything if you don't know anything about a subject.
Everyone here is mixing up deform with rigidity. You can make a vehicle impossible to deform without it feeling any different. The vertex does this, as said on the first page. The way it's done can easily be modded on to any vehicle. Edit: for example
That video is heresy, be gone demon (jokes but the hell, gee just when i thought mafia 3 was bad, this just took the cake )
I do not agree with your message, it can be fun to use an indestructible car to destroy others, like an "armored" car for example.
Fair. But the whole reason BeamNG exists is to accurately simulate car physics, so making the car indestructible defeats the whole point of the game.