Wind Resistance

Discussion in 'Ideas and Suggestions' started by Ferrari, Jun 1, 2014.

  1. Ferrari

    Ferrari
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    I like to see some wind resistance in the game. It would be interesting to see a hood dislodge itself when traveling at high speeds, or a door being pinned shut or springing open depending on the circumstances.

    A thread made 2 years ago also talked about this:
    http://www.beamng.com/threads/308-Dynamic-Wind-Resistance
     
  2. TechnicolorDalek

    TechnicolorDalek
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    There is wind resistance right now... but it's not dynamic as such. Wind is applied to all the nodes all the time, as I understand it. So there's an overall effect, but not on individual parts that may break off or hinge. I could be wrong though.

    I believe it's been mentioned that they're going to make it better.
     
  3. Stormdrain

    Stormdrain
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    Wrong. :p

    Each node has its own resistance so this is completely possible. :p
     
  4. TechnicolorDalek

    TechnicolorDalek
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    Then why doesn't anyone do it?
     
  5. Stormdrain

    Stormdrain
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    all Gabes cars do. o_O
     
  6. TechnicolorDalek

    TechnicolorDalek
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    ...are you sure? I've never noticed it... doors on the d15 hang open at speed...
     
  7. Matthew

    Matthew
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    I've messed with aerodynamics a lot in this game and it seems to me that the aerodynamics are there for every piece of the car, but it's not as pronounced as I think it should be to be realistic. Messing with a car like the Zakspeed Capri (a car with very light body peices) you can see peices are effected by air resistance a lot. The heavier and slower cars don't show it as much.

    I think I read somewhere that the air resistance was worked on some, but isn't fully completed. So yea, it's there just not yet fully refined.
     
  8. gabester

    gabester
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    BeamNG Team

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    The reason hoods don't fly open and rip off is, I believe, because collision triangles (which are the basis for the aero sim) are not double sided. The underside of the hood is "invisible" to the aerodynamics simulation. If they were made double sided right now, any node that touched them would get stuck immediately. We are working on some solution to the double sided col tri problem (this will also allow for carrying things inside the pickup bed and van cargo box).
     
  9. Samsuck

    Samsuck
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    Any estimated time when that solution could come ?
     
  10. DrowsySam

    DrowsySam
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    The aero dynamics in BeamNG doesn't make use of the coltri's like that, they could be any way, flipped or upright, it doesn't matter. The main problem is that the air resistance is still giving the same amount of force on the rear bumper as the front, so you have to lower the drag to give it a realistic drag, even knowing each body part doesn't have realistic drag at all, but overall, it's quite correct.

    This creates problems like doors staying open and not slamming shut from the air resistance, if you drive 100 km/h in real life, and try open the door, you'll have a very hard time getting it all the way.

    Think of the physics like this, imagine in real life, if your car did not have any aero dynamics at all, imagine if the air collided with everything in the car instead of going around it, the car wouldn't go too quick. So what do you do? You lower the drag for everything on the car, to give it an overall realistic drag. :p
     
  11. Miura

    Miura
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    Sam is right, realistic drag for individual parts would be too much for the whole car so they have lower drag as a compromise. Some of it is to compensate for the rolling resistance, which is still too high.

    Parts that don't have much frontal area can be set higher drag coefficient without affecting top speed too much. That way the drag will have more effect when a hood or door opens, for example.
     
  12. estama

    estama
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    Some explanations:

    - Air drag is calculated per coltri.
    - It can also be individually set per coltri.
    - It is applied the same to both sides of a coltri. There is absolutely no distinction between the two faces.
    - Drag value (0-100) is a measure of how much something is exposed to the air stream, from a particular direction.
    - You should optimize your drag values, based on the primary directions that you expect that something is going to receive air from.

    Now about the general drag physics.

    Air is simulated as a still, all permitting substance. This means that no air drag "occlusion" happens. So a coltri in "front" (air stream wise) won't reduce the air that the behind coltri receives.

    Some suggestions:

    - For coltris that will be completely "exposed" to the air stream (like a spoiler), without much occlusion happening, you can set the full drag value (100).
    - For coltris that will be most of the time completely "vertical" to the air stream (like a door), you can set a close to realistic drag value (~70-100) because most of the time they'll receive 0 drag (when they are closed). When they are open, they'll receive full drag.
    - For coltris that are a part of a enclosed space, count how many horizontal to the air stream coltris you'll have and divide the drag value for all of them. for example (ASCII art ahead):

    Air -> []

    Above box will have two sides vertical to the air stream, so divide full drag by 2 (100 / 2 = 50).

    Air -> [ | ]

    Above box (with a coltri separator inside it), has 3 vertical to the air stream coltris, so divide full drag by 3 (100 / 3).

    The main idea to get from above, is that you need to approximate the drag properties, by thinking what the main air stream directions will be, and adjusting accordingly.
     
    #12 estama, Jun 1, 2014
    Last edited: Jun 1, 2014
  13. Chernobyl

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    Why the hell would the bonnet fly off anyway. There is a catch on it. It would only happen if you were like doing 210mph+
     
  14. Mythbuster

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    They mean once the bonnet catch is broken, obviously...
     
  15. Chernobyl

    Chernobyl
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    oh right.
     
  16. TheSleepyCoder

    TheSleepyCoder
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    I think the Wind Resistance should be altered so that it can DENT, Not totally destroy the hood of the car. That really does happen when you are going 120+ MPH on a road :p
     
  17. AX53

    AX53
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    does parts leave vacuum pockets behind them though? Otherwise triangles on the inside (underneath hood) could cause some strange effects while going in reverse.
     
  18. Ferrari

    Ferrari
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    You can see the hood fly off at a pretty low speed.

     
    #18 Ferrari, Jun 2, 2014
    Last edited by a moderator: Oct 21, 2015
  19. Straubz

    Straubz
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    Is this just a limit in the way beamng handles wind resistance or are you planning on making it only affect one side in the future?
     
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