Hello, I stumbled upon videos of car crashes inside your game on YouTube, and they are branded as realistic car crashes; I fully agree on that one, the deformation of the vehicle structures are really well accomplished. With this message, I intend to give you a small hand to make your already good product even better, because I perceive that you are aspiring to make it realistic. Now, my humble suggestion, as an engineering student and someone who considers himself a car guy: I noticed that the shape of the deformations are well accomplished, but I think that the amount of kinetic energy (vehicle speed) lost during the deformation of the steel body should be much greater. This is because the energy required to plasticly deform that mass of steel is great, and when substracted from the initial kinetic energy, the end result is that the car will lose a huge amount of its original speed in the collision. In simple words, the cars shouldn't fly and slide hundreds of meters after a huge crash that deformed it whole. The other detail is that I think the friction of the grounds should be a little higher in every circumstance (therefore slowing the vehicle more), except when the rubber is rolling in the right direction. I'm not a game developer myself, but I think that, if my suggestions make sense to you, you could fix it all by changing a few values in the code. Not sure, hope it is that way. In closure, I wish that this message was useful and wasn't obnoxious to you. You have my best wishes for the future of your project.
inb4 turns into war Hope you have luck in giving ideas to everyone it probably won't happen knowing these forums but that's just me
Just search every other thread where someone tries to give good advice to the community. Not saying it will, but you'll know when it happens...
Frankly, I don't care about what the community might or might not think, I just discovered this game existed and wanted to give a helpful feedback to the developers because I liked the concept of a game with realistic crashes. I haven't read any thread yet.
I'm not very smart, but I do think you have a lot of great stuff in your wording. It'd be something nice for the devs to think about.
Thanks for your kind words. I'd rather have one of my colleagues reply to the physics related topics here but I'm wondering about something: Did you actually play the game in person or are your comments exclusively based on watching YouTube videos? Im asking because often times what you see in videos is hard to compare to real life due to much higher speeds and generally different circumstances better suited to making nice looking videos.
+1. There's no way to accurately determine how a game 'feels' without playing it. Even with this game, people are shorting themselves by not playing with a force feedback wheel (a good one).
I haven't played it yet, it's been months since the last time I gamed, so yes, my point was made on the information and ideas I got from watching several videos (they are just hypnotizing to watch). And maybe if you crash at 300km/h you would destroy the car and then fly and slide hundreds of meters, but I don't really think they were that fast to be honest. I'm not saying I'm right, but that's the impression it gave me. I just wanted to apport my grain of sand.
That's cool! It definitely can breed good discussion. I think we had a tech demo at some point but I don't find it anymore. If it's around, you should try it.
Every time I see one of these threads I like to post this to calm people down... This has however stayed peaceful, thank heavens, but it still illustrates my point.
I completely agree in that in most conditions the game is extremely accurate at modeling crashes realistically, especially when the car crashes static objects, and in low energy collisions. The issue might come in high energy crashes followed by rollovers and long slides. But if such crashes are seemed as unrealistic by the developers because of impossible speeds, then I have no issue at all. I currently only own a crappy old laptop that is unable (by a big margin) to run it. You all can be sure that I will play it right after I get to build a decent pc.
Yeah... a lot of the youtube videos you see have insanely hight speeds to them (occasionally in excess of 400mph) and on modded maps which could have unrealistic friction coefficients. This will cause somewhat odd behavior that looks very unrealistic which, naturally, the devs have no control over.
Es posible que sea un poco diferente cuando se esta jugando. Yo en lo personal noto perfectamente la inercia y la fuerza kinetica de un golpe. Cuando chocas los autos a mayor velocidad se "unen" y no queda tan bien.
Biggest difference is less energy transfer to other parts of the car, no shattering plastic mechanic, and not as many nodes in BeamNG as there are aluminum molecules on a car body.
I wouldn't be able to match your expertise, but I do have to back up everyone else and say that a lot of those crash videos - especially the less-well-done ones, of which there are many - are set at extremely high speeds. When you load up a less-well-done crash video, you'll often see smoke pouring from the subject car's tailpipe well before impact (usually it's already happening when a clip starts) from oil overheating. This means that 1. the videographer went out of his way to get a pretty big run-up, and 2. he may be using a super-high-performance (and thus quick-to-overheat) engine, possibly from a mod pack, to get a higher-than-normal impact speed. Personally, I think the low-speed impacts look more believable in terms of deformation anyway, but I suppose the shatteringly violent high-speed smashes are what brings the ad revenue.
It's normal for cars to end up together after a crash when most of the pre-crash K.E. is transformed into metal deformation, and the last remaining bit of K.E. is unable to pull apart the interlocking pieces of metal of the diferent cars. Excepting a few details, like the lack of the aerodinamic braking due to air friction, and maybe the incorrect friction of some grounds, the game is really, really well accomplished.
Apparently soft body physics has been hard enough as it is. The devs dont wanna add too much aero simulation and friction and slipstream and the such.