I was curious to see how close the physics were in game in comparison to real life. So I replicated a crash and put the clips side-by-side.The physics were indeed quite similar.
Good replica, the way the Covet bounced up onto its nose is almost exactly like that Focus. The only thing that doesn't really match is that the Focus' front passenger compartment is completely obliterated, leaving only the rear end, whereas the Covet's is badly deformed but still "there". I wonder how similar they'd be if someone made a more similar car, from a closer period to the Focus.
I did the same crash roughly 15-18 times, each with a different camera angle. It was kind of a pain, but looked good in the end. There very well might be a way (or added later) to set up cameras to film whilst you drive, but if there is, I don't know about it and hope that it comes in the not-so-distant future.
I fell in love with this video, awesome editing. Really intriguing to see the physics though, never could have imagined they were this real.
The beamng physics are pretty much perfect but the passenger compartment is really too strong in every car (IMO). I hope there will be some improvements to that. I know what Gabester is doing and he seems to know alot from car structures so I?m not saying hes doing something wrong. Maybe it?s the limitations of the beams..?
my personal opinion is that this comparison does not even come close to each other... the real car was crushed completly till the B-pillar. the ibishu did not even get half of the driver seat folded.... its miles away from the real crash in terms of frame deformation! the physical reactions of impact and inertia forces and all that look pretty much the same yes, but the deformation is completly different. but plz note that of course the cars are completly different... so im not saying the recreation was bad or the ibishu frame would be bad. jus tmy personal opinion about frame deformation while comparing those 2 specific video materials. ps: and i still loved the video and specialy the editing, theres nothing you could do to make it better besides modeling a 1 to 1 copy of the ka XD
Amazing how consistent the results were. Do you remember if anytime the crash behaved more artificial/buggy?
I remember a few times when I was doing some closer shots of the aftermath and finished crash the car would slowly sort of crawl away (for lack of a better term). A temporary fix I used was to press "J" to pause the physics. I can't really think about any other issues offhand.
I think that might be because the engine keeps going for some reason, I mean, you can still rev the engine after the car has been completely obliterated. Don't know if the engine is completely indestructible or something, never looked close enough to check. Btw, great video, looks like a lot of work was put into it.
To replicate real life they need to make the mesh able to rip apart from each other so we could have cars split in to and all sorts. (If it is even possible)
The physics can be split. We can split nodes if beams were not set to infinite strength (like hinges already are not), but the problem is that the physics just deform the visual mesh. If you split the middle of the roof in the physics, visually the mesh would stretch. It would need to split the polygon mesh dynamically (or pre), which I don't know if it's feasible.