Just got into the tech demo for BeamNG, and after a bit of playing around with it, I started to do some of the more repetitive tasks of consistently hitting walls to see how the simulation would react. I drove the distance of the map in-order to reach what I would believe is the maximum speed for the Gavril D-Series at 80 mph and I then proceeded to smash the vehicle into the flat border walls. Within the first few tries I found that the truck would land front-down after being tossed back what could be around two to three meters. I wanted to see if I could find anyone that can replicate this incident multiple times, and perhaps explain why with that much force does the vehicle not tip one way or another. Plus, the crash itself is satisfying to say the least. Here's a video showcasing exactly what I mean for the more visual. Also, I'd like to make note as the video was uploading, that I stripped the aforementioned vehicle down to the essentials, which I might add did not include the fuel tank, and added some of the sport parts, which reached 100mph or more. Same exact thing, truck was battered but the front of the cab was resting on the ground.
If you hit F1 you get the controls, but for slow motion you hold down Alt and press the arrow keys: Up for real-time, Down for I believe half that, and left and right to fine tune it.
Ah sweet, thanks. Now, I'm still wondering why this occurs... I don't know if you saw it when you did it, but it seemed that it might land on-top of the cab, which is what I would have assumed it would have done.
If that's what the physics say should happen, then it seems alright to me. All we've done is build a pickup truck according to its real-world construction.
I have noticed from different videos that the particles don't look very good in slow motion, but at regular speed, they are great. Anyone else notice this?
The problem is they are spawned on each GPU step. At normal speed you'll get 60 per second of physics (assuming you have 60 FPS). At 1/3 speed (slow motion) you'll get 180 per second of physics (so 3x as many particles). We will try to figure out a solution.
Its not something that really bothers me, I just wanted to see if you or anyone else had noticed. Great job on the game. Gonna buy it on Wednesday.
It would only tilt to one side or the other if the angle of impact wasn't very close to perpendicular(as it is), if the COG was off to one side or the other(which it isn't), or if one side was weaker than the other(which it isn't) hence it tends to bounce straight back.
Pardon me for sounding like an armchair physicist but does the cab really stretch/bend upwards like that in real life?
Sure, it's hollow. The door's not there anymore so there's nothing enforcing the distance between the roof and the floor, and the whole thing is compressed lengthwise, so it makes sense for it to expand upwards (the path of least resistance) You can see the cab of this F-150 doing the same thing: (imported from here)
Thanks for the replies guys. Really loving the demo, and hope I can find some other weird little anomaly to share.
No need for guesswork here, we have a full suite of debugging tools available to us. At least in the alpha, you can press K and L to cycle through the debugging modes. Using this you can see all sorts of information, including speed. The default pickup did 99 mph in the empty map for me.
Ah, right. I didn't even think about that. I saw the keys on the control menu, but it didn't quite connect that you could find that sort of information. I guess now I don't need the cab to watch the dashboard. Thanks, really going to help.