Air Resistance and Blow Overs

Discussion in 'Ideas and Suggestions' started by krayziepunk, Mar 24, 2016.

  1. krayziepunk

    krayziepunk
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    I did a search through some threads and found some older ones talking about the air resistance in the game. I know that it exist in game, but there are moments when I feel like it's effects aren't present.

    I was driving the 1000 HP 200BX mod and the car was going about 235 MPH. Fast enough that the middle of the GT wing was bending. However, when the car loses control at that speed, it doesn't lift off the ground like you'd expect. Examples:

    I've even put the game into slow motion and used the node grabber to lift the car into the air, but there is no lifting effect from the wind. Is the bottom of the car not effected by the wind?

    On a related note: I've read that the shape of the body is what determines the amount of drag on the cars. I assume that also applies to down force from rear spoilers? I noticed very little difference in top speed between the small lip spoiler and the big GT wing.
     
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  2. Deleted member 1747

    Deleted member 1747
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    Yes, it is a good idea but this is wrong section; it should be here:
    dsasda.PNG
     
  3. monte379

    monte379
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    I was wondering the same thing. I would love to have blow overs when the circumstances are correct when going about 180 mph and above;)

    Maybe a dev could give us info if they are working on something that could simulate blow overs.
     
  4. amarks240

    amarks240
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    The cars they run in Nascar were built to flip over. That's why people watch it. I always hated the shape of them and on any real road coarse I'd put my money on a gt1 car from 2003 to 04 any day. They even had to put those flip up spoilers in the roof that deploy when the car is going backwards in an inevitable spin.
     
  5. Devilman455

    Devilman455
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    I really hope you're kidding because the roof flaps are meant to keep the car on the ground. By the way most people don't watch it for flips or crashes. Most watch it for the close racing which you don't get from other types of racing.
     
  6. krayziepunk

    krayziepunk
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    Well said. NASCAR cars rarely flip anymore. When they do, its usually pretty major.

    Here is a Ferrari having a blowover:

    It happens in all forms of high speed motorsports.
    I mean, lets be honest. 90% of what we all do in BeamNG is crash and this is just another way to do it.
     
  7. derpfleet55

    derpfleet55
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    You have a point here, something about beam that has bugged me for a while. Beam simulates aerodynamics as a node based system so if your car is deformed the aerodynamics will react accordingly, however its kind of primitive compared to the depth of the other simulation areas in the game; The downside of the system is it currently doesn't detect if things are in front or behind, so if you remove all the panels from a car it acts almost fully drag-less. Your car is not flipping as it would in real life because beam is not simulating drag there. Lets hope after the devs get other core details worked out a more proper aerodynamics system that can detect what would be the "exterior" of a car, regardless of panels removed or deformed is implemented. Its kinda counter intuitive that currently removing an aerodynamic bumper actually reduces drag, plus if a proper system is implemented it would be neat to see things like tune-able aero parts.

    I agree, aerodynamics as as much a part of racing as anything, and although many see beam as a crash sim it does have potential as a general race sim. Although its no rfactor, one thing people love to do with cars is race them, and since most realistic racing games focus solely on the track, beam offers a nice option for street or amateur racing/general Motorsports events that other sim games don't do; Aerodynamics still exist there too.
     
    #7 derpfleet55, Mar 25, 2016
    Last edited: Mar 25, 2016
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  8. krayziepunk

    krayziepunk
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    Anyone from the BeamNG staff available to comment?
     
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  9. stbest95

    stbest95
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    i hope they add this in the future, would really add to the racing aspect of game in my opinion.
    i didnt really think about it until i saw this thread but i remember suddenly taking off when racing a F1 at the nordschleife in assetto crosa,
    something like that would make for awesome crashes in beam.
     
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  10. krayziepunk

    krayziepunk
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    Still hoping to get one of the devs to provide some insight here. Is this possible already?
     
  11. estama

    estama
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    BeamNG Team

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    Due to changes to the physics, the drag/lift coefficients of cars might not be properly tuned yet.

    The aerodynamics core is already able to simulate the car "lifting up" behavior (it can simulate airplanes after all). Most probably the aerodynamic attributes of the collision triangles on the bottom of the cars need to be tuned.

    Having said that, the effect will be lower than in real life, because the physics core does not simulate (yet) the ground effect.
     
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  12. krayziepunk

    krayziepunk
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    Thank you for the reply! Is this something that may be simulated in the future? I think it would definitely add to the game, especially any high speed racing. Go over a hill too fast or go sideways at 200 MPH and up you go.
     
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  13. coolbill14_ 2

    coolbill14_ 2
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    they should also add some racing livery and a racing rollbar spoilar bed cover etc to the gavril pickup so we can have a race pickup ;)
     
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