Decent visualisation of how things can't be entirely rigid otherwise they'd never absorb shock sufficiently. Kinda like how lampposts sway in the wind, they bend slightly instead of snapping.
if only beamng had this little wobble dont get me wrong. i love beamng and many kids talk bullshit. but there is a wobbly thing going on in beamng. on some cars more and on some just a bit.
The jiggling is realistic during the crashing event, but IRL it dies out faster once the forcing has stopped. From my experience the main reason is that self collision seems to keep exciting nodes when they are close, causing a constant jiggle after the car has stopped. Bumpers and grilles half torn off just seem to flip back and forth endlessly. Turn off self collision, the jiggle stops, but obviously panels clip through each other much more easily, fenders fly through the car when they're ripped off, etc.
Yea, this has been a problem since RoR and no one has really come up with a solution to it. As far as the excess jiggle is concerned, that can usually be fixed with higher damping values on the beams, or connecting everything with high damping shocks, however in RoR things liked to explode if the damping values got to high and the weight was to low. I think BeamNG has fixed that issue however, so in theory with enough tuning, it could be fixed. Granted I very rarely see any cases where the cars jiggle to any excess given the kind of forces that they are subjected to all the time. As for the wobbling parts, that also was an age old problem that no one really came up with a solution for... Basically as you already stated, once enough beams break to the point that only 2 nodes (or one) are connecting the part to the vehicle, it will just sit there and wobble endlessly until the end of time. I suggested a fix for this on one of the development threads years ago, but people just read over it and moved on... so I'll suggest it agin. The problem is that there is no friction between beams connected to a particular node. That means that no energy is lost while the part "wobbles" back and forth thus keeping the wobble going forever. If we added a small amount of friction to the nodes (probably through the node setting parameters) then this could all be brought to an abrupt stop very easily and probably look much more realistic. Just my 2 cents.
Jelly twisting when he launches and at around 7:50 just look at the right fender: Oh and a bent in the hood of the low rider