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Micro Blog(s) - July 2015 to March 2016

Discussion in 'Microblogs' started by DrowsySam, Jul 15, 2015.

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  1. NielsBlueBlick

    NielsBlueBlick
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    wow LJFHutch, when i heard you were improving ECU, i was like, how can you improve a map that is already perfect. you never cease to amaze me. are those boxes and trash bin dynamic or just static objects? it will make this a whole new game if you can damage props
     
  2. Erik.s

    Erik.s
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    It depends on what car.
     
  3. FalloutNode

    FalloutNode
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    Or cold start or diesel. I think.
     
  4. Acrain7

    Acrain7
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    YAYAY!
     
  5. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

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    Unfortunately they're static for the time being.
     
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  6. SixSixSevenSeven

    SixSixSevenSeven
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    no car should really be smoking except under cold start (as above) or poorly maintained diesel. Diesels shouldnt smoke unless not looked after properly.
     
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  7. mumboking

    mumboking
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    Some rigid-body physics mixed in wouldn't be all bad... ;)
     
  8. JohnnyB9000

    JohnnyB9000
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    But what about rolling coal bro all the cool guys roll coal bro
     
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  9. SixSixSevenSeven

    SixSixSevenSeven
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    ahahaha, cool, rolling coal, nah, douchey as fuck. That and they're running the engine too rich, it makes that smoke and loses power.
     
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  10. amarks240

    amarks240
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    if you roll coal your a douche bag plain and simple. if you smoked me out like that im throwing a bottle at your truck and your thousand pounds of torque will do shit to catch me either. i did have a truck pull up next to me and have him bait me into doing a burn out. he did one so i did one. than we both did a nasty burnout and went our separate ways. it was pretty rad.
     
  11. ast5515

    ast5515
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    But if you want to simulate an accident caused by a doucebag... I mean... That's what you do in this game.
     
  12. TheMohawkNinja

    TheMohawkNinja
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    So, just to be clear, the thermal system that will be released next update is just for the engine temperatures? Like, we are not getting brake and tire thermal simulation just yet?
     
  13. Slammington

    Slammington
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    Diesel smoke under normal conditions will also be "invisible" however if you are running rich (too much fuel/not enough air) you may have some black smoke come out of the exhaust.
    --- Post updated ---
    What car will actually produce visible smoke, given that it isn't broken and under normal conditions?
     
  14. speednsnake

    speednsnake
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    The beater covet could have some on acceleration possibly. If the struts are blown and the paint is in as bad of shape as it appears to be then the rings and valve stem seals are probably on their way out as well. I haven't checked, but it probably should have less power too, given it's well-used appearance.

    The T-series should produce smoke as well. Older diesels didn't have perfect efficiency and they tend to smoke under heavy acceleration, particularly on take-off. The stacks are there specifically for that. Half their function is to prevent other drivers from being distracted by plumes of smoke, and the other half is to prevent their cargo from being fouled by it. That is why they will either have extra long stacks or ones that are shaped to project it outwards away from their trailer. If they ever decide to give it a jake brake (copyright infringement..?), it wouldn't smoke in that condition. Jakes work by preventing the engine from fully compressing the intake charge (exhaust valves open at the top of the piston's throw, thus wasting the energy required for compression) and cutting fuel. Obviously, no fuel, no smoke.

    We aren't given an idea of the temperature of the maps (that I know of), but many cars will give off a bit of smoke in the cold. Even new cars will do it, most notably at idle while stopped.

    Beautiful work on ECA by the way LJFHutch. I never really thought that it needed improvement until I saw how much better you've already made it :).
     
    #654 speednsnake, Mar 3, 2016
    Last edited: Mar 4, 2016
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  15. Nadeox1

    Nadeox1
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    It would be.
    We had a small discussion about that.
    In few words: Running rigid-body physics at 2000hz is very taxing. So nope.
    "But you could run it a a lower physics-step?" - No. If go in slowmotion, while you see the softbody moving smoothly, you would see the rigid bodies objects 'jumping' through space. That is just the tip of the iceberg, that would cause a lot more problems.

    Stay tuned tho :)
     
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  16. NaxNir

    NaxNir
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    Could you explain why rigid-body physics are more taxing than soft-body?
     
  17. stenyak

    stenyak
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    It's not just an issue of computer resource usage, but also an issue of human resource (devs) usage: mixing both rigid and soft body physics requires a lot of devs work, because what was once a smooth, congruent, logic series of events (soft body physics), is now interrupted by "sudden" and "oddly behaving" events (the rigid body physics), that do not react like the rest of the physics engine has come to expect and is programmed to deal with.
    So instabilities may start to appear in the least expected situations, for example the extremely stable friction physics we now have may cease to work correctly between objects of both worlds, or there may be physics explosions very often, or who knows what may happen. This means that a lot of work has to go into making the whole thing stable again.

    Additionally, having both rigid and soft body physics, means there are now two different sets of code that deal with physics. So each time you want to implement a new physics feature, you may have to implement it twice. And each time a bug arises, you potentially need to check double the amount of code in order to fix it. The interactions from rigid physics to soft physics get multiplied, so each change of the source code of one side may have unexpected repercussions on the other side, leading to a greater amount of bugs.
    So you effectively reduce the speed at which development and bugfixes of the physics engine can happen... forever: it's not a one-time investment that you forget about; you have to carry this additional weight forever.

    Also, the exact amount of required initial work is extremely hard to determine before you're already deep down that rabbit hole, but the estimates are "a lot of time".
    So by the time all of these problems have been ironed out (assuming it is possible to do so), you may have easily spent, let's say, 1000 man-hours. I'm just inventing a number here, in reality if could be twice that amount, or half, or who knows at all :D.

    And here comes the possible deal breaker: after implementing those rigid body physics then, in retrospect, those 1000-or-whatever development hours could instead have been invested in optimizing the soft-body physics we already have, for much better multicore usage, for general optimizations (like those routinely being done by estama), and for a very long et cetera; effectively achieving the same goal (moar objects! moar physics! less hardware requirements!), without doubling the complexity of the code, and also without reducing the rate at which we can develop new stuff in the future.

    So it's not an easy decission, the amount of necessary work is potentially much bigger than could be expected at first glance, and being a small company we need to very carefully prioritize what to work on.
     
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  18. Skystunt123

    Skystunt123
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    So the rigid-body physics is kind of a no-go zone, but how about spawning soft-body physics objects into the map, just like in some scenarios ?
    Just in like, making props a different soft-body physics object category than the vehicles.

    They might eat out a lot of memory as how they are, but with a bit of jbeam modding, in reducing their complexity might work.

    This game really needs some dynamic props in maps.
     
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  19. randomshortguy

    randomshortguy
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    For dynamic props like garbage bins:

    Why not just a six node rectangular prism with physics sleep? Once physics sleep is implemented, that is.

    I can't imagine that would be consume any more resources than the bumper of a car, and it'd only be consuming these resources when you're near it, so it's effectively one at a time.
     
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  20. VeyronEB

    VeyronEB
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    Was thinking the same, there were some issues with this in RoR and I'm definitely against it for other cars but for props (more specifically map props) I quite like the idea. The main downside being that it would likely have to load all the objects at once and give them physics for a short period of time to allow them to settle, although this could be masked by a couple of seconds extra loading screen (assuming that is even necessary). Another thing to look out for with this is the proximity to wake/sleep, this would be much better if it was based on proximity coupled with velocity. So that X object wont be flying 10 ft in the air and decide its far enough away to enter physics sleep, as it was in RoR.

    Other than that I think its a pretty solid idea and it would save a lot of resources and it shouldn't be too bad to program.
     
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