Well they would be pretty cool if there was a person in the car. But when there is nobody in the car it is quite useless.
if there was a person in the car that would be nice but since there are no people in the game whats the point in having it
My opinion is : "Airbags would be lovely !" no more no less And the game just needs to be able to blow up a small balloon (multiplied by the number of airbags present in vehicle). Would that be so resource consuming (?) cause the rest is just lua code..
I'm not really sure. I believe that the "balloons" would need to be fully jbeamed, but I am not sure. I'm not even going to pretend to know how to make mods, so feel free to correct me if I am wrong.
They could implement some of the stuff they did to make the inflatable prop thingy into making them. I always felt that prop was possibly an abandoned attempt at airbags. I could be completely wrong though. Maybe they just really wanted to make a giant inflatable mattress for cars lol. --- Post updated --- I'm gonna see if there are any games out there that are close to Beam's stage of development to see if airbag simulation is possible or just a wet dream.
THIS ^ exactly what I meant and @Harkin Labs Gaming yes it would most probably be JBeamed like that infl matress also is aand indeed I personally still need to give it some thought on how resource intensive a jbeamed inflation process would be..
Seems like the latter . I'm sure it's possible with multiple weeks or even years of research, modeling, lua work, jbeam work, many other things. --- Post updated --- I mean they managed to make dynamic gravity. Hell, the premise of the game is one of its kind and seemed impossible to pull off until they launched it. Something tells me if they can do all this, airbags and proper dummies are on the horizon. I have faith.
Weeks ? Certainly. Years ? No way. In worst case one could perhaps combine an animation with the spawning process itself and even the spawning process wouldn't take years, I'm sure..
Yeah, I tend to exaggerate a lot. This definitely wouldn't be a quick project. Unless they started already, which is quite unlikely.
As matter of fact I'm just coming up with an idea : Let's say you build a small jbeam structure like an umbrella kind of thing, and on impact a few hydro's deploy it aand only near the end of the deployment process the mesh and texture of the airbag itself get activated ? Maybe that's how I'd start out (to see what happens) ...
When you're dealing with parts on that small a scale things tend to go wonky. Also, collisions in car interiors are pretty weird themselves, which would complicate matters. There's also the fact that the steering wheels in cars are props, not actual physical objects in-game, having a physical object (airbag) coming out of a prop would be rather weird. Maybe a plain animation would work, but at that point it'd seem kind of pointless.
I see the thread has devolved into a rules discussion at this point, but I just want to point out something that was pointed out before. If I remember correctly, the devs want to keep the game at an "E" rating so that it has maximum audience share. The inclusion of vehicle occupants, IIRC, would immediately cause a "T" rating. Airbags would fall into that category to a certain extent.
I don't really get why the first counterargument to airbags is always "There's no person in the car". There's nobody in the car to activate stalks, pedals or to turn the steering wheel either, yet...
Remember guys, we once thought so many things were impossible (traffic) but they were implemented. Nothing is impossible!