I'm getting really sick of not being able to disable damage

Discussion in 'Ideas and Suggestions' started by cCheeseCake, Jan 8, 2022.

  1. cCheeseCake

    cCheeseCake
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    This game gets very broken very quickly when you start messing around with custom content, there have been so many cases where I've wanted to play with a car but can't because it's absurdly fragile, and most times when I'm playing this game I'm not even playing it for the damage, this game offers so many great features for messing around that damage isn't even a particularly big part of the game for me anymore. So being able to just disable damage and move on when something's a bit broken instead of getting frustrated and giving up would be great.

    I've just made an Automation car that I really want to play around with, but the wheels fall off very easily so I have to drive like a grandma which is no fun. The physics don't even work that well with automation cars anyway.
     
  2. CaptainZoll

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    how fast are you driving the car, and in what conditions? this isn't forza horizon, after all.
     
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  3. Uzthiudiskazspreko

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    Na Mate, not happening.
     
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  4. Agent_Y

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    Use vanilla content, not Automation cars because they are mostly bad
     
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  5. cCheeseCake

    cCheeseCake
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    Automation is pretty much the only reason I still play this game, I'm mostly bored with the stock content, being able to make custom cars unlike anything the game can offer is what's keeping me engaged
    --- Post updated ---
    In this case it wasn't much speed, just sudden acceleration, decceleration and and turning. I had to drive slowly and smoothly which wasn't easy because I was using keyboard and the engine was tuned to be absurdly torqey
     
  6. Agent_Y

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    If you have a keyboard and absurd torque then don't be surprised that it breaks...
     
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  7. cCheeseCake

    cCheeseCake
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    Usually it's fine though, I've made cars with an order of magnitude more torque, mainly dragsters, that work perfectly
    --- Post updated ---
    Thank you for being the only vaguely sensible reply, as you can see, the other two include just a flat no without any reasoning, and one person telling me to just not use my favourite feature of the game.
     
  8. A8den

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    in forza you cannot destroy that car i think they have god mode
     
  9. CaptainZoll

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    in forza you cannot destroy the car because they haven't added in the features to make the car destroyable at all.
     
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  10. Zero ibishu's left

    Zero ibishu's left
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    Listen, cCheeseCake Beamngdrive was made to be A realistic Car simulator where cars get destroyed If you drive them like a maniack, or drive a covet/pickle car like a normal person.. Beamngdrive doesn't have a feature to Turn off damage(I don't think), And honestly I don't think they ever will. And I would be more than fine with that.
    Furthermore If you are bored with the game then why don't you get a different game. One that suits your needs.. Because Obviously Beamngdrive doesn't.
     
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  11. lellolillili

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    I think that this natural tendency of some people to say that OP is requesting the wrong features or is somehow playing the game wrong is really starting to detract from the quality of the threads.

    As usual, I feel obliged to say that OP is not alone, and I also see the value in having arcade modes, and I'd love to have the feature.

    If you can't think of a use case for it, it means that you have no imagination - not that the people requesting it are wrong.
     
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  12. Turbo49>

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    But there are mods to make the cars indestructible, which shows a problem: the physics engine of beamng works in a way that weight is related to strength, i.e you need to make the car heavier to make it stronger. what the indestructible mods do is that they make the beams unbreakable and undeformable, but the cars still feel a bit wobbly because of that. In short, it's possible, but it really isn't designed to do that.
     
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  13. lellolillili

    lellolillili
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    That means that the feature can't be implemented easily, hence the feature request is perfectly appropriate.

    I mean no disrespect, and hopefully I don't start a whole thing, but if some version of what you said came from a dev then I'd be like "OK, fair enough". However, I really don't see how it's a fellow player's job to say what's possible within the game engine (especially since it's closed source) and what is and isn't the scope of the game
     
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  14. Agent_Y

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    Pretty sure the game is open source, because most of the physics is carried over from Rigs of Rods which is open source. But the fact that it's hard to implement doesn't instantly make it a good suggestion. And pretty much any modder knows more or less how the game works, it's not like it's a super complex system, so we can tell what is currently possible and what not. Making real indestructible mode for cars would require changing the very core of the physics engine which would definitely break a lot of stuff that works perfectly fine now, if not official content then definitely a lot of mods. Because the physics engine makes everything behave like extremely stiff springs, when you crash the springs get compressed, deform and stay in that position. If you just remove the deformation, they will simply extend back and the car will bounce backwards at the same speed as it crashed, which is not realistic at all. There is no way in the current game engine to make a car not bounce when it hits a wall and is indestructible, except making the springs a lot stiffer so they don't compress. But that would not only break the chassis flex effects (which is one of the most revolutionary features of BeamNG) but would also cause the springs to oscilate at much higher frequency. The issue with this is that the game's physics core runs on 2000hz, and if you try to simulate any frequency higher than this (which some vanilla content is already really close to) then it leads to unpredictable behavior and instability or game crashing. I don't know what is the average frequency simulated for cars currently in the game, but you can calculate it for some specific car parts from different cars and take the average number from that. I would guess it's already really close to 2000hz, but the fact that everything is still so stable even on extreme crashes means that there needs to be still a significant safety margin left. Let's just estimate it as 1000hz for now. And let's also estimate that a 30km/h crash is currently a point where the car breaks. It's way more complex than this in reality but I need simple numbers to explain this. If we were to make the cars as indestructible as possible within the limits of the current physics engine (and if instability was not a thing), the cars would be 2 times stiffer, running at the very limit of 2000hz frequency. This would mean that they would behave realistically in 2 times faster crashes, so 60km/h at best. This is nowhere near close to how fast race cars go on a track. If we were to somehow raise the game engine speed to 4000hz (which would mean not only extreme lag on most PCs but also would break a lot of stuff that relies on precise numbers), we would get a stable crash speed of 120km/h, which is closer, but still not quite there. What if you were driving at 200 or 300 km/h and crashed then? Nobody knows, the game would crash most likely. Or if the frequency limit was 4000hz but the car's own frequency was 2000hz, in any crash above 60km/h you would just bounce off in the opposite direction. So basically, you would have to always drive below 60 in a race car or else the physics would become unrealistic... this seems like a joke. Unbreakable cars are impossible unless the devs can somehow implement rigidbody physics and apply them to cars, but that would also break the behavior of suspension and tires and would be definitely years of work to add it to the current game engine and there is no point of adding it.
     
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  15. lellolillili

    lellolillili
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    I do appreciate your intentions, and I have no interest in discussing this much further, but I'm compelled to clarify a couple of things

    1) I said appropriate, not good.
    2) Pretty sure the physics engine (i.e. the most important bit) is not open source. Please show me the code if you insist it is.
    3) The whole premise of your explanation is that indestructible cars would have to have the same physics as normal cars. This assumption does not necessarily need to hold, especially since this discussion is about bypassing large chunks of the physics engine.
    4) There already are indestructible car mods. The physics is not good, but I don't think OP cares (and neither do I since I'd mostly use it for testing). So it's obviously doable, to some extent.
    5) Most importantly, you've either entirely missed or chosen to ignore my whole point, which I think I've already tried to make multiple times in multiple threads, so I guess I'll just shut the hell up about this issue from now on. Message received.
     
  16. Agent_Y

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    Honestly I don't see your point, it's kinda all over the place. My point is that the devs shouldn't waste resources on making something that goes completely against the point of the game (which is realistic simulation). Arcade stuff is fine if it's easily doable, but a proper no damage mode would take a ton of work, and the devs definitely wouldn't go the easy way of basing it on the no damage mods that just make the car bounce off everything.
     
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  17. AIRGAMESYT SUB!!

    AIRGAMESYT SUB!!
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    • To make this happen, you need to make a separate game without JBeam, for example, Beamng drive lite
     
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  18. cCheeseCake

    cCheeseCake
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    Why are you saying Beamng doesn't suit my needs, I've said nothing like that, it's a great game that offers stuff you can't get anywhere else, it just has a few things which sour the experience every once in a while. Also, wheels falling off a car just because you accelerate a little harshly is not a realistic experience. Disabling damage would actually make the game more realistic in these cases.
     
    #18 cCheeseCake, Jan 10, 2022
    Last edited: Jan 10, 2022
  19. Turbo49>

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    Mind if i take a look at your automation cars ? In this case they are the problem, and it's not even unrealistic if you give it too much power.
     
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  20. cCheeseCake

    cCheeseCake
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    It's not even that much power really, it's 600nm at 2k rpm, which is a lot, but I've made cars that have literally almost have an order of magnitude more that behave fine, it shouldn't instantly break anything. I've had this problem with cars that have very little power too, it's not really the problem, the main problem is the games being buggy, but have a look at it if you want, I would appreciate it if you found a fix for it.
    --- Post updated ---
    Yeah, based on other threads I've read this community seems to kinda suck, it reminds me of the time I made a thread ages ago suggesting clicker heroes adds the ability to remap keys because some were really annoying to use on dvorak, which seems like a very sensible feature any game should have, but I ended up getting shat on by people saying that I shouldn't even need those keys and if I used them I was playing the game wrong. Think this experience does actually beat it though, especially with that one guy just straight up telling me to not use my favourite feature of the game lmao.
     

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