This post is mainly towards the devs Can you please make an option ingame to change the crash physics from soft body to some predone crashes like most car games If that uses to much performance from the cpu or if you don't like the idea,The if possible can you make static collision like for terrain in debug Please consider This #Obama
The whole point of BeamNG is having a vehicle that is simulated in each component. Everything happens to the vehicle is result of applied forces. Having premodelled damage would nullify the whole point of BeamNG. Not to mention it's impossible. Tap K while playing and then crash the car. It will give you an idea of how BeamNG works.
No as in only like an option,like you could have one car with soft body and another car with static crashes available.I already know how the game works.Why is it impossible
Wreckfest/Next Car Game does use soft-body physics for the deformation. It's just that BeamNG uses a way more advanced and accurate system, which makes it so heavy on the CPU. Since the whole point of BeamNG is to simulate the deformation as accurately as possible in realtime, you'll need a better CPU. Although I wonder whether the devs could make some kind of static mode for most beams, excluding things like suspension and steering of course.
It would be impossible with how the car currently works. The suspension, steering, everything works just because of beam deformation. If you want a premodelled damage just for more performance, you will also have to get rid of all the node and beams that are simulated (those are what hits on the CPU, and those are what make the car 'alive'), which will make cars not drivable. It's like BeamNG without the Beam part. No point in that.
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It isn't hard to make. But BeamNG will end up to resemble to a GTA game where the car is just a shell that deforms. It won't have anything about single component simulation or those awesome crashes.
What if you jbeamed the suspension & steering to a few indestructible and non-deformable nodes (let's say 16 nodes), so the car still drives ok due to the masspoint distribution?
That won't give any performance gain since you are still simulating x nodes. The only thing is that suspension/steering wouldn't deform anymore.
It would, since you reduced to node and beam count drastically. Think of the Toy Car, except with even less nodes & beams which are "static".
You didn't get what I said before. How everything works in a car is due beam deforming. If you would have static nodes, beam won't deform and things wouldn't work. If you mean have floating nodes that doesn't require beams but that are still able to move, then this would be cheating. I believe the amount of node everything is built with is a balance between fidelty and performance.
No, you'd erase the current beams and nodes while setting a few indestructible ones instead. Of course, you need to leave the suspension, steering, wheels and whatever else is essential as it currently is, but the rest could act as a few fixed masspoints. So the suspension, wheels and steering do deform, but the rest is basically an extremely simplified version for permance reasons.
no this defeats the idea of BeamNG. it's not really a discussion of whether or not it's technically possible, it's more a case of: why not go play Wreckfest or GTA? To me, asking for this is like asking for a story, guns, role-playing elements, crafting, procedural generation, aliens, platforming, minigames, or characters in BeamNG. You must understand that a game cannot be everything; it cannot be a soft-body simulator AND an arcade rigid-body racing game. If that's what you want, there's better choices out there. Also, to address the technical aspect: essentially, the entire car is soft-body and constructed of nodes. If you were to use soft-body components on a rigid-body frame, or vice-versa, you wouldn't get the realistic simulation aspect anymore. That's what FlatOut did, while it looked good, it wasn't great. The only way to keep the soft-body nature of the car whilst using static points for better performance is to use maybe four static nodes, only in the engine bay or central frame, but with that the performance gain would be minuscule. If you're talking about only using this for inactive / traffic vehicles, then that's one thing. But disabling the physics otherwise just... defeated the point.
Well, inactive vehicles could be simply paused (until a collision happens, which should activate the regular jbeam) physics wise. Thinking of a parked car, for instance. The use of LQ jbeam versions of cars would indeed be for traffic. I understand that the cars would have slightly different handling, but for regular traffic which drives slowly and doesn't make sharp turns, this should be more than enough. The only thing I really wonder is how fast can you (pre-)load the whole damn jbeam structure while playing. As the game currently needs like 1-2s to spawn a new vehicle. I mean, the idea there was to use the extremely low poly version for traffic, but switch to the normal one for crashes. The only question remaining is whether that's possible or not. Or maybe you'll just pre-load the detailed version of jbeams, but only for vehicles in your proximity. Assuming you will get a lot of the promised optimisation, I could see it happening with less denser traffic... And if you got those low poly versions, even if it's just for traffic AI, you might as well make them an option to drive. Because, why not? Also, I do play both NCG and GTA, but they are completely different games.