At the moment that is not in the classified plans I have seen for the games future, as for implementation of airbags thats probably in version 0.50
For everyone saying airbags would be useless because there's nobody in the car.. Airbags are a part of the car, just like other safety features such as automatic braking after a crash. That argument is totally invalid.
in a physics sim with practical uses for education, airbags are something you would wish to demonstrate. there's plenty of reasons to want airbags ingame
Yeah this game is apparently used by Audi (I know there was an investment from them apparently, admins please correct me on this because I think I am wrong on that) how would they cope if they were say testing something in the game and an airbag deployed in the game it wouldnt be good for them and it would make the beam Devs look a bit silly adding it in, if it isnt needed its not in the game for a reason, and I seem to remember topics from the past 6 years asking for this and the Devs answer has been simple "Its not coming to the game ever"
Progress so far : before to check out the video added you want to know that most emerging issue is the following : If the car's structure is damaged, then also the airbag's structure. Well yes, all node/beam structure depends on node/beam structure, right ? Chances are it can be fixed though, just didn't gave it thought yet as this is the most recent result. Two lesser challenging issues still are the airbag deploying to low (this I can fix but adjusting the position of deployment without ugly mesh clipping is time consuming) and the small 'ball' ( undeployed airbag ) being visible during heavy steering. The structure itself suffers from g-forces so there's at least two ways to fix this imo : threat mesh as glowmap and make only visible on impact ( I think this is possible ) or keep reinforcing the surrounding node/beam structure ( I think this is possible too ) . The latter also might result in more deployment stability regarding the major issue mentioned first. Please feel free to share opinion. When I sort of fixed the two minor issues I'm going to share this mod since the poll of this thread agrees more then obviously. Almost forget to mention that hopefully it will work on 0.18's D-Series too. And I would LOVE to see someone more skillful than me improve this !
Really ? Never realized I'll keep that in mind and maybe Roamer will be the first one to port it over to.
Yep, it's a little "Easter egg". I also thought it may be better as it has a larger cover than the D-series, and could hide the bag itself better.
Oh yes what a cool detail.. And it's true, it would hide the movement more but that is no excuse to me for improving it as I think it should work appropriate.
Progress : Currently most of the time the airbag deploys too late, funny sight but not effective off course Below one of the best results Currently the results are rather a matter of chance than a reliable consequence. The lower impact speed the more effectiveness. I'm trying to get the airbag deployed faster but I'm starting to think there is a limit on the out rate of the hydro's being used. I initially started with an out rate of 22.0 (previous videos) and ended up cranking it to a staggering "outrate":352.0, and the last iterations I notice no difference in deployment speeds ( I just started doubling til I got to 352 ). I already sniffed around the main hydros lua in lua/vehicle but it didn't get me far at first sight. The factors to tweak concerning this mod are innumerous and I'm really just scraping the tip of the iceberg.
I think that will most likely be a feature in the sequel. Perhaps when they are also going to rewrite code from the ground up again.
Answer to "there is nobody in the car": 1.https://www.beamng.com/resources/driver-passengers-and-loads.2906/ 2. Then, like F2YS said, how the car can drive itself ?
Few things are impossible, as far you have the time to dedicate to it. Said that, we don't have plans to have airbags and/or passengers.