I just did some editing of the water with the in-game map editor. If you place a new river down, on the right side of the screen, it'll have different options to change the density of the water. If you notice in my video, I have one that is like a road, and the other is very bouncy. I have a 3rd one done with very high waves but when I drive into it, it'll freeze the game. Hopefully this helps with all the requests for better water. I'm playing on http://www.beamng.com/resources/hirochi-drag-strip-and-le-mans-track.817/ this map.
Interesting, was just thinking about the water physics in this game. What unit is the water density measured in-game, kg/m^3? (the density of water at 20 degrees celcius is about 998 kg/m^3) How much did you alter the value from "normal"? Is it possible to change the water physics for all bodies of water or only in the in-game editor? (Map/terrain editor?)
I would imagine that it would be. I didn't even realize that you change that in game as I just assumed it would be hard coded. That's really interesting as that means if someone wanted to make a lake full of... I dunno... mercury, you could and it would have the vehicle react to it rather realistically. I would be rather curious to know how the game currently handles buoyancy as well as right now I truly have no idea how it currently computes it.
From my understanding you can change any body of water. But if you wanted to, you just have to delete the current one that comes with a map, and just add your own. But I've messed with bodies of water that comes with a map. I have no idea what the unit it is measured by. I drastically increased the value of both the density and the viscosity of the water. At one point I had the density value increased up 100k which allows you drive on it and the viscosity down to 1.5. You can change the color, add waves, add large waves. Change the ripple, change the speed of the ripple. I have another video I'll post to this thread, to show more of how I'm doing this with the water.
I've been messing around with the water again. Figured I'd update you on this, maybe it'll help get more realistic water on maps vs just falling through to the bottom
the game actually had pretty realistic water physics until they changed them a while ago for performance reasons. you could crash into the water and see the car deform as it drastically slowed down. the way it works at the moment you barely get slowed down and simply crash into the ground.
I didn't know that. Do you know if they had a different way of doing it other than the map editor? Because I don't notice performance issues unless I go extremely overboard with it.
i dont think so, they propably changed it the same way you did in the editor. would be interesting to see what values were used then - maybe if someone still has a old version of the game on his harddrive.
What you are changing is the 'Water Density'. That's not something new, we have been using that too. Our water is not 100% right at the moment. It's mainly balanced to avoid your car exploding / unstable physics when you enter it too fast. Older version didn't had any water density.
I know it's nothing new and I'm changing both the 'Water Density' and the 'Water Viscosity' to get it to do what I've shown in my recordings. I'm also playing around with the waves and ripples and what not. I've noticed I can add different directions of waves or ripples as well, which with the color changes and all it adds to a pretty cool effect. Appreciate the response as well. I can't tell you how much I love the entire idea of BeamNG. Everyone there should be proud of the accomplishments they've gained in the world of gaming. I think BeamNG could eventually be a testing platform for car manufacturers to get a somewhat good idea of different car builds and strength and all that. Thanks
car manufacturers already have this kind of software - and in a thousand times more accurate form. but what they are doing with this game could mean great things for the physics in future driving sims and games overall.
Yea, they are actually insanely realistic... Of course, their main goal is to go for absolute realism so that they don't have to crash as many cars while Beams goal is to be as physically accurate as possible while doing these physics calculations in real time. One of these crash scenes can take upwards of 3 to 6 hours to render... this is because they are doing finite element analysis over the entire car. This takes an insane amount of time to compute unlike beam which can simulate an entire vehicle (or multiple depending on your computer) 2000 times a second. Heck... I am actually doing an finite element analysis right now, as I sit here, for a part we may be getting... it's only one part and I only have one force and two anchors. Autodesk is currently telling me that I have at least 20 minutes of computational time to go... sooo... yeah...