Cockpit Person

Discussion in 'Ideas and Suggestions' started by Holland, Jul 18, 2013.

  1. Holland

    Holland
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    Okay whatever! Oh and by the way, this question was brought up be "Me" and this is the only time it was asked! Okay!? Oh and no it has not been asked so freaking times!
     
  2. Hati

    Hati
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    While repeating subjects are annoying and you all have a reason to accost people for them, keep it mature please. you're supposed to be somewhat helpful, not a banshee. Also bear in mind that you diminish the quality of forums when you make it personal for no good reason. We're supposed to be a community, not a flame-war.

    The idea of an ingame crash test dummy is a nice one, but there are several limiting factors ranging from the collision inside the vehicle cockpit to well.. pretty much that. There's no reason that a node/beam crash test dummy can't be made but ragdoll physics likely aren't a consideration at this point.
     
    #22 Hati, Jul 19, 2013
    Last edited: Jul 19, 2013
  3. Holland

    Holland
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    Thank you for saying that, I was trying to tell, that its a not a main feature to add to the sim, but something maybe later in the future. And has this ideal been brought up before? Not a crash dummy.
     
  4. Treevus

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    Ragdoll physics and pseudo-collision in a cockpit have already been accomplished in RoR. I don't see why a similar concept couldn't make its way into BeamNG.

    This is one of those things that would most likely depend on the skill-level of the modder though, unless BeamNG had some sort of RoRBot-type system where he was automatically added to the vehicle and attached to the "seat" nodes that you define.
     
    #24 Treevus, Jul 19, 2013
    Last edited: Jul 19, 2013
  5. Holland

    Holland
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    Yeah I see what your saying, and that is a good idea with the Bot, but I don't know how they would do that. I was thinking the same thing, if it is set up like that on Ror, then it just as possible to do it with BeamNG, but not all trucks on Ror will show a visual human sitting in the driver's seat.

    - - - Updated - - -

    And yes your right, good level of modding skill.
     
  6. Treevus

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    Well my thoughts were something like this, they design a pre-made BeamBot :p N/B and meshes, then create a section of the truck file, or whatever BeamNG uses, where you place the BeamBot much like you would a prop in RoR, then set his seat belt up. And you're ready to go! Maybe even add a part of the section to define the charachter's arms, legs, torso, head, hands and feet. For easy-made custom drivers.

    The reason RoRBot isn't in every vehicle is you have to put him in the vehicle by adding one of RoR's default seats. Which most people won't do since a lot of cars are being made with custom interiors nowadays. But if you could manually place the character like I'm hoping you'll be able to, I'm sure plenty more people would install a person.
     
  7. Holland

    Holland
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    You are thinking just lie I am! And yes I agree with the BeamBot! In Ror, your talking about a default seat, right? Like the default dash, and steering wheel etc, right?
     
  8. Treevus

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    It's cool, and kinda freaky to know two people's minds can be in sync like this. :p

    But yes, I meant the seat that comes with the default pack of detail meshes.
     
  9. Holland

    Holland
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    Lol I know. Have you made any vehicles before or making one now?
     
  10. Treevus

    Treevus
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    I've made a few in RoR. I've mostly stuck to trailers and loads though, I feel they're my strong-suit.
     
  11. SeaDooSnipe

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    It'd be fairly easy to do. You could just set up 2 nodes as a "steering wheel" to have the hands move with the wheel. You could have a node for all the fingers, wrists, elbows, shoulder joints, hips, knees, ankles and then feet. It's not extremely simple but it's not as complicated as you are making it sound.
     
  12. Holland

    Holland
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    Do you have any links so I can see one or two?

    - - - Updated - - -

    Yeah you make it sound so easy, lol. You could do right? And that would be quite a few of nodes for fingers. Also you might want to make more nodes for the hand skeleton to have more human like movement.
     
  13. Treevus

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    Here's my signature from the RoR forum "Dura-Built|Attex|DB Defender|Squalo|Repo releases". :)


    Fingers would be unnecessary IMO, what SeaDoo was getting at was using nodes for reference of where the driver's hands should go, the movement of hands and feet for driving would most-likely be accomplished through animations rather than an N/B.
     
  14. pulley999

    pulley999
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    Gabester is one of the four developers of BeamNG. I understand your confusion as he was just a modder for RoR, but he is on the development team here. His answers, along with those of tdev, estama, and LJFHutch are FINAL, unless they are contradicted by somebody else with an ORANGE name and a forum rank of "BeamNG". And what he said in that quote is very relevant to the topic. You want there to be an animated driver. Let me highlight the relevant parts of the quote for you, because you obviously didn't read it.
    and if English truly is your first language, you have no excuses for not using the search bar first. We're tired of answering the same questions over and over. also, it seems you know what "ragdoll physics" means, so searching "ragdoll" would have been a good place to start rather than just exclusively searching for what you plan to call the topic. Also, pay attention to locked topics, as they may still have relevant information, especially if the last post was by one of the above four people.

    Also to everyone bringing up the default seat in RoR, go smash a vehicle that uses it up and tell me how it looks. RoRBot in that instance is a PROP, and therefore cannot deform which looks exceptionally stupid once you even remotely crash or dent the frame. Also, SeaDoo, that would mean that they would have to N/B the entire interior as well which would dent the FPS pretty hard for about 90% of the userbase, and it's a bit more complex than that as you would also need a bunch of limiter beams to prevent limbs from moving wrongly. Basically you'd have to simulate all of the major bones and tendons in a real human, as well as having the mesh not go complete derp when deformed which a high-poly mesh of a person is likely to do (and something low-poly like RoRBot would look extremely out of place here, he even looks out of place in RoR). Even then there's no guarantee that the driver wouldn't behave wrongly, and if you use that simple of a model he would clip through everything. It'd be like IRL if your skeleton was the only thing that collided with stuff, you could put your hand inside your leg. Lastly, having a deformable driver in the seat would certainly earn the game an M rating, and seeing the average age of people here on the forum, as well as those with helicopter parents, that would be a bad thing.
     
    #34 pulley999, Jul 19, 2013
    Last edited: Jul 19, 2013
  15. logoster

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    oh yes, it has

    PROOF:

    http://www.beamng.com/threads/596-character-in-car?highlight=crash+test+dummy
    http://www.beamng.com/threads/413-In-game-Character?highlight=crash+test+dummy
    http://www.beamng.com/threads/18-Crash-test-dummy?highlight=crash+test+dummy
    http://www.beamng.com/threads/654-deformable-people?highlight=ragdoll
     
  16. Treevus

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    Whoa dude, we're just pondering the possibilities. No need to shoot it down. Even if gabester said they weren't focusing on it doesn't mean it won't become real in the future. But since you brought up so many points, let me lay it all out for you.

    This is not RoR, the system we have been discussing in the past few hours is very different from using a prop. It would be a flexbody driver with a simple skeleton attached to a seat, so everything would move properly with the vehicle. Granted, the vehicle would have to be made properly to guarantee it. But that is irrelevant right now. An entire N/B for interiors is nowhere near needed, a simple boxy seat, and less than ten nodes for some kind of steering wheel setup for hand reference points, plus maybe a couple nodes for pedals if you wanna go into extreme detail. We've already had movable characters in RoR like the driver of Fat-Alfie's Firebug crawler. All he used was a simple skeleton with a steering wheel, much like the ideas we've been expressing. You would just have to slightly modify his idea so that you have beams to limit motion, having a couple extra nodes and beams for the interior and character is hardly an FPS killer. The mesh wouldn't go "complete derp". I'll go back to the firebug, take a look at that, no unruly deformations at all when you crash it. And he wouldn't clip, like I said, BeamNG has mesh collision. And having a driver would hardly warrant an M rating, plenty of games include them in vehicles, granted most of them are prop like figures. But he would only move around in a crash, nothing like blood and broken bones would be present, that's just useless for something like BeamNG. Even if they were, plenty of T rated, maybe even some E-10 games have traces of blood. So I wouldn't worry about it anyway. Like I said though, there's no use in having blood exist in a physics sim.
     
  17. pulley999

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    okay, but please search the forums a bit more in depth, trying multiple search phrases before posting, it will avoid lots of butthurt and make people more willing to help. Also, the entire post where I found those quotes from Gabester. It was originally about the price of the game but quickly devolved in to a flame war about BeamNG not having ragoll physics-based drivers. (witin the first half of the first page.)n http://www.beamng.com/threads/738-Pricing?highlight=pricing+garebear
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    EDIT@ABOVE
    I get what you're saying, pondering is good. As far as I can tell though, the OP was making a content request, that has been made several times already. Fat Alfie's Firebug is an excellent vehicle, but does not have the same problems one would run in to in BeamNG, as it is non deformable. The entirety of the passenger cabin would need to be N/B'ed to prevent the driver clipping through anything or behaving wierdly in a crash. Also, you'd have to make the driver be able to detach from the wheel and wherever you choose to put the other mounts, otherwise a crash could potentially cause a mesh to wonk out, say the steering wheel got torn away from the seat beyond the extension limit of the driver's elbows. As for the mesh collision thing, I haven't heard anything of it yet, and has me interested. If it was a thread would you mind linking me to it? If it was answered in the livestream, then oh well. I was there but my internet was too junk to ever load up the chat window.
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    EDIT@BELOW
    Ninja'ed again? Darn! well, ok, but please do search before posting, that is the main reason I'm a little peeved. I've seen a lot of your posts that ask questions that have already been asked before, and that just drives me off the wall. This was the one I finally decided to point out the "search before you post" thing in the posting guidelines.
    Also, look out for blue text in posts. People may choose to change hyperlinks to something more in-context than an out-of-place URL.
     
    #38 pulley999, Jul 19, 2013
    Last edited: Jul 19, 2013
  18. Holland

    Holland
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    Okay I see your point. But like the member above said, there was no need to blow this thread. Were just thinking about things we could later add in the future.:D
     
  19. Treevus

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    I'm sorry I don't know where the information about mesh-collision came from, all I remember is gabester, or one of the other devs mentioning self-collision to eliminate mesh clipping. In which case the driver would have no issue banging around in the cabin as much as he pleased. :eek: I realize it isn't deformable, but the same concept may be applied to this instance. You would just have to make sure to make the seat and "steering column" were deformable enough to move around. As for over-extending appendages, you could add some very weak beams to hold the driver's hands to the steering wheel, and when the steering wheel moves too much, POP, the hands come of. :)

    I think this is the most thought I've put into a RoR or BeamNG concept in a long while. :p
     
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