This thread will be about dynamic wind in the game. I've never really seen this in any car games but I think it would be an awe idea. If there was wind in the game this could add some extra challenges to a driver. Everybody who likes land vehicles should know that wind can become a dangerous element when driving away from cities and out in open roads. The wind could change speed and direction regularly and cause a low vehicle to be blow across the road. The wind can be turned on and off, up and down, and redirected to a user specific area or we could set it to change randomly. We could cap the amount of wind that blows if we don't want it to be too windy. Higher up perhaps on the top of a hill or mountain the wind will be stronger whereas at the bottom of a valley or in between large buildings the wind wont be very strong. In a tall vehicle like a wagon or bus if the wind is strong enough it could push the whole thing over and maybe land on another vehicle squashing it flat. If the wind is blowing toward a vehicle it will slow down by a few Mph adjusting to how fast it is going and how tall it is. If the wind is blowing behind the vehicle towards the front it will speed up by a few Mph. Hope to see this in the game, thanks for reading, please leave a comment on what you think. (edit: a gamemode could be made out of this perhaps called Extreme Winds which there is a hurricane or maybe even stronger wind trying to blow the car of the road and flip it over. you have to make it to a destination without crash, loosing your load or flipping the car)
The next subjects for chainsaw will include dynamic smoke, dynamic fire, dynamic water, dynamic glass breakages, dynamic dust, dynamic track conditions, dynamic terrain deformation, dynamic fire-extinguishers, dynamic air pressure, dynamic weather systems, dynamic vehicle damage, dynamic vehicle repair, dynamic vehicle customization, dynamic dynamics, and last but not least: dynamic caravans. While all these dynamic systems will be nice, it seems like over-engineering for the project. Meanwhile you're reinforcing my growing hatred of the word "dynamic" to mean something that changes and reacts to certain in-game conditions in a realistic manner. On a serious note, these kinds of features are very minor and may not add much to core gameplay. It's very early in development at the moment, the development team still have to finish their physics engine and have yet to make a game out of it. They're doing quite a lot right now. Working on the nice little parts system that Gabester has hinted at and is mentioned in the blog is just one of those things, no doubt. Realistic air resistance is something I support, though, panels flapping in the wind and the hood flying open if it's not closed properly may be a game changer in a race but simulating windy weather conditions doesn't seem like much of a concern.