Environmental damage factors...Lava melting jbeams ?

Discussion in 'Ideas and Suggestions' started by Artistterrymartin, Sep 23, 2021.

  1. Artistterrymartin

    Artistterrymartin
    Expand Collapse

    Joined:
    May 5, 2019
    Messages:
    413
    If that was ever made, then it would be possible to mod a light saber that could slice up a car quite nicely.
    Other environmental effects besides the water that is already present...
    Tornado torrent winds or hurricane force winds. Which I think that could be done with a gravity LUA trigger if it was made possible to move a trigger in a path like a spiral or link it to the Forest Wind Emitter somehow.

    I suspect there will be a weather overhaul in some update... Be cool to see a map with some crazy wind that is unpredictable affecting the cars handling. Blowing over 18 wheelers, or sucking up cars like the just cause 4 tornado.
     
    • Like Like x 1
    • Agree Agree x 1
  2. S.Ali.M

    S.Ali.M
    Expand Collapse

    Joined:
    Jan 12, 2021
    Messages:
    932
    You can make tornados with wind ui app
     
  3. ltntai

    ltntai
    Expand Collapse

    Joined:
    Mar 18, 2017
    Messages:
    352
    Just tried using an invisible river to create a gust of wind :p. The water splash effect ruins it for now. Maybe they'll add air to liquidTypes in the future.
    screenshot_2021-09-23_20-29-39.jpg screenshot_2021-09-23_20-29-44.jpg screenshot_2021-09-23_20-29-46.jpg screenshot_2021-09-23_20-29-46_1.jpg screenshot_2021-09-23_20-29-47.jpg screenshot_2021-09-23_20-30-09.jpg screenshot_2021-09-23_20-30-11.jpg screenshot_2021-09-23_20-30-12.jpg screenshot_2021-09-23_20-30-12_1.jpg screenshot_2021-09-23_20-30-13.jpg
     
    • Like Like x 3
  4. S.Ali.M

    S.Ali.M
    Expand Collapse

    Joined:
    Jan 12, 2021
    Messages:
    932
    • Like Like x 1
  5. Artistterrymartin

    Artistterrymartin
    Expand Collapse

    Joined:
    May 5, 2019
    Messages:
    413
    • Like Like x 1
  6. ltntai

    ltntai
    Expand Collapse

    Joined:
    Mar 18, 2017
    Messages:
    352
    Localized wind zones might be another solution. If those could use variable speed forest and ground cover wind + flow magnitude which would then move both flora and vehicles.
     
    • Like Like x 2
  7. Artistterrymartin

    Artistterrymartin
    Expand Collapse

    Joined:
    May 5, 2019
    Messages:
    413
    I never figured out how to make the wind effect for the Forest Wind Emitter sway the trees farther away. They only blow the things vertex painted when you get pretty close. The grass/ground cover has its own wind and settings from what I messed with. I think it would be cool if they made it where the trees blow farther away.( I will say here I doubt there was any thought to stormy weather for the quick cut off implementation. Which looks fine for regular breezes) And make the cars react to it as you say with either wind effector.
     
  8. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,026
    Localized winds might be possible (though I disagree with using gravity for such an effect), but melting or fine cutting are not. Remember that BeamNG is a simulation of structures, not a simulation of matter. There are several leaps the program would need to make to support such an effect.
     
    • Like Like x 3
  9. Artistterrymartin

    Artistterrymartin
    Expand Collapse

    Joined:
    May 5, 2019
    Messages:
    413
    Thanks ! I was thinking of that ship cutting game from space. It would be cool though :) I bet if it where possible it would really eat into that CPU.
     
  10. atv_123

    atv_123
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,578
    Agreed... although while it isn't simulating matter directly... it does simulate using material properties... so... in theory... if the devs REALLY wanted to add something like this... they could technically just calculate a change in spring and damp ratio due to node temperature. This would make a structure soft and technically "melt" but if I am honest... unless some new tricks are made in flex body deformation when node/beam angles get very narrow or deformation gets very high... I think the result would look pretty darn bad currently.
     
    • Agree Agree x 1
  11. Agent_Y

    Agent_Y
    Expand Collapse

    Joined:
    Jul 10, 2020
    Messages:
    4,563
    Yeah and that would also mess up many mods and official cars, because engines and exhausts are hot and they would melt. Not worth it imo.
     
  12. atv_123

    atv_123
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,578
    Well... in my head you would have to specify a melting point in the JBeam for specific sections... so like plastic would have a relatively low melting point with a rather quick transition period (from solid to liquid) where as something like steel would have a very high melting point with a long transition period (going from solid to liquid has a very large temperature gap in steel where it is just "soft" but not really melted). These could just be specified as melting point in Kelvin, and then transition temperature range which would just be a set number of degrees that it would transition across. And then for compatibility reasons, obviously if the section isn't there... well... then the parts don't melt.

    Also while engines and exhausts do get very hot... it is usually pretty rare that they actually melt. Steel has a very high melting point.
     
    • Like Like x 1
    • Agree Agree x 1
  13. Noobinator_83

    Noobinator_83
    Expand Collapse

    Joined:
    Mar 8, 2021
    Messages:
    200
    I would think that this was possible. I mean, we already have brake thermals, so they could just bring thermal measurments to other parts of the cars and apply the same formula they use for brake thermals(of course with some tweaking.) At least it seams like they could do that in my mind. But idk I don't know anything about coding or any of that.
     
  14. atv_123

    atv_123
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,578
    Well.... yes and no. While they do have brake thermals, that temperature is basically nothing but a physical temperature acquired through brake calculations. That is a completely different set of equations which is only kept internally in the actually brake calculations. It isn't actually applied anywhere in the JBeam effecting structure.

    To do what I was suggesting, you would need to apply thermal radiation to the environment, and then apply thermal flux calculations to the nodes (as that is where the temperatures would have to be monitored at as they are the points with the coordinates). Once that calculation is made, you would also need to make a calculation based off what type of material the node is trying to represent (thankfully that section is already defined in nodes) so that you would know how good it is at absorbing and transmitting temperature. Once that is done you would have to do additional calculations off the nodes mass to make sure that it is absorbing heat at that point at the proper rate (seeing as surface area isn't really an option with a point mass) and then it would have to pass heat to other nodes that it is connected with beams to.

    Once you did all that, you could then calculate the temperature of the beam based on the average temperature of its two connecting nodes. Once that is known, you would take the material properties I specified in my previous post and do the stiffness and damping calculations from there.

    It really is a pretty complicated ordeal to say the least.
     
    • Agree Agree x 1
  15. Noobinator_83

    Noobinator_83
    Expand Collapse

    Joined:
    Mar 8, 2021
    Messages:
    200
    Oh. Well, like I said, I don’t really know anything about j-beams and stuff.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice