So, is there any way to literally give a car momentum, as in maybe speeding it up instantly? Like to set a physics valvue to something somehow and then just watch a car fly off in game? I doubt there is, just posting this just in case lol
i don't think so. are you asking if there's a way so like, as soon as you spawn the car it's already going say, 50 mph?
Yeah, or if you pause the game and (maybe do something in the world editor?) then unpause and the car goes flying off
That would probably tear the car apart instantly due to literally instant acceleration from 0 to whatever value you set, imagine the G forces
If I'm not mistaken, in the Research version of BeamNG, there ETK that is being driven around the map accelerates from 0 to 100km/h (I think) pretty much instantly yet it caused no issues for the jbeams or anything... So I guess it is possible, just got to know how
Okay maybe not instantly, but lets say 0-100 km/h in under a second, is there any way to do something like that in any car?
You could spawn a car, get it up to that speed, and then teleport it to wherever you want with freecam and f7.
That's not really what im looking for, i mean a way to literally accelerate a car faster than it normally can
Uhh... add JATO? But seriously there could possibly be a LUA function for modifying node velocity and applying it to every node of a car would do the trick, if I knew how to do it I would make it a mod
G-Force would be infinity, undefined, or nan depending on how Lua handles that division by zero (time being the zero), causing instant instability and the game would pause. I have zero doubt in my mind that any attempt to set a velocity instantly would result in errors. There is no way around the time issue. You need to apply force to the car to change its speed. If you apply the force over a time of zero, read above. Nothing good will happen. You can, however teleport the car while in motion so you can have it appear at a point going a certain speed. This works well with cruise control for lower speeds.
I don't think that's true at all. Nodes experience sudden accelerations (instantaneous in the right situations) all the time during head on collisions. Otherwise the nodes would go trough objects when you crash, and that doesn't happen. The physics engine is obviously programmed in a way where division by zero is a non-issue. Just because the G-force in theory would be infinite doesn't mean it's a problem. As long as you don't do that specific calculation without clamping it it's fine. Plus, the G force wouldn't be /0. It would be /delta time (the time in between two frames). If it was in fact /0 then it would cause this infinity problem all the time because the velocities of a computer simulation change incrementally. Not smoothly.