Details in Crashes

Discussion in 'Ideas and Suggestions' started by HighVoltage_Guy, Jul 26, 2021.

  1. Uzthiudiskazspreko

    Uzthiudiskazspreko
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    Apr 9, 2020
    Messages:
    77
    Yea mate i be aware that these two be not the same. Reading what you wrote, you said that many bits stuck together by welding/bonding for unibody. That is pretty much making them into one, henceforth why i said that unibody = onebody.

    Same goes for monocoque = onebody/oneshell even though way you make them is unsame/not same, since the thought is that these two will be shaped into one.
     
  2. IonicOwl

    IonicOwl
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    Jan 12, 2021
    Messages:
    267
    Indeed, they are both a single structure. The key difference here is that a unibody is a single structure made of multiple separate parts, and a monocoque is a single structure that is itself a single part.

    Both perform the same function, but they each have their own characteristics that are significant enough to differentiate them. A monocoque is usually lighter and stronger, but more expensive to produce than a unibody. Unibodies are still strong, but are only as strong as whatever bonds their components together. They're cheap and common because each component can just be stamped from a big sheet of metal in one operation, and removed/replaced as needed. If you break a monocoque, it's practically scrap.

    I realise that BeamNG will likely not make this distinction in game. As far as the jbeam is concerned, each (structural) chassis is a monocoque. So in the context of this game, right now, it's not a big deal... unless someone wants to write jbeam for a unibody chassis that has break points for each discrete panel and box section that makes up the chassis... I somehow doubt that, but it would allow for the breakages mentioned in the OP at least.
     
    #22 IonicOwl, Jul 31, 2021
    Last edited: Jul 31, 2021
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