More Sophisticated Air Physics for Blowovers in BeamNG

Discussion in 'Ideas and Suggestions' started by 10x10Bones, Apr 20, 2025.

  1. 10x10Bones

    10x10Bones
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    Joined:
    Apr 20, 2025
    Messages:
    1
    I’ve been messing around with some of the more aerodynamic cars like the Scintilla, Bolide, and SBR4, trying to replicate some high speed crashes and blowovers like you see in NASCAR or IndyCar.

    Here’s the thing when I push these cars to at least 240 mph, spin them out, and let them lose control, they just glide across the pavement sideways without much of an issue, even at high speed. It feels like nothing is really affecting them, and they just maintain a stable path across the ground.

    I get that the game has solid physics, but aerodynamic cars like these should react more violently in these conditions, especially with the chance of going airborne, like you see in high speed racing incidents (e.g., NASCAR/IndyCar blowovers). It just feels like the aero effects aren't fully being utilized when things get out of control at those speeds.

    It would be amazing to see more sophisticated air physics that better simulate these types of crashes—where loss of downforce, dragforce, and air pressure could lead to things like cars flipping over or even becoming airborne, much like real-life racing accidents.

    Just wanted to throw this out there! I'd love to see this feature in a future update. Could make for some really cool, intense crashes and a more realistic high-speed crash simulation.

    I've put some videos below to help visualize what I'm looking for here.






    --- Post updated ---


    As quoted here, which was said nearly a decade ago BeamNG does not simulate the ground effect which is very important for airborne crashes, I was just hoping that since time has passed and BeamNG has developed amazingly over the years that this could now be possible to simulate?
     
    • Agree Agree x 1
  2. Nascarfan17

    Nascarfan17
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    Joined:
    Jul 27, 2023
    Messages:
    213
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