I love this game but one of my gripes is how engines appear to be made of unobtanium, a rare extraterrestrial metal that is impervious to all damage. In real life, a hard crash with high G-forces would break the engine in some way or dislodge it from the compartment. I think BeamNG should consider this factor in determining crashes. An entry in an engine jbeam that can handle 15Gs before breaking could be as simple as: Code: "gForceTolerance": 15 ..and if the physics engine detects a crash of more than that value, the engine would break.
engines can brake drive the moonhwak or Barstow into a pole or tree and the engine will come out but I see you point they are hard to brake sometimes
I find that they break mostly when the collision is right in the front. I can have collisions to the sides of the front at 70mph and the wheels will fly off and the fenders will deform into the engine but the engine itself will still work just fine, sometimes even the driveline will still work.
In the cases of the engine bay getting off i think that the engine would still work. I mean, it would be deprived of fuel and oil but it would still work. I agree. When engine simulation gets improved i would like to see several parts of the engine be able to break.
I think a more detailed engine bay parts simulation would take care of this but for practical purpose extremely violent motion (i.e. crashing, rolling over, etc) should trigger an engine stall event. OP's suggestion for a G force triggered stall would be much easier to implement than simulating all the fuel lines, oil and water pumps, and other accessories/parts needed for an IC engine to work of course.
Well, not a full simulation of every component is needed. Just basic stuff like fuel lines, water pump, oil pump, if the cyl head broke off from the block, if the block broke, etc.
What do you mean just basic stuff, do you have any idea of how to implement a working water or oil pump. If a cylinder head broke off the block, that would be the least of your worries. Maybe a throttle body or something like a tunnel ram intake with twin carbs or a supercharger that could possibly be ripped off if it touches the ground which could tear it off the engine..
Lopping off cylinders is a rather interesting thing - the engine would lose harmonic balance and start to vibrate; perhaps on high horsepower engines this could cause other parts to break down. Heavy duty or durable engines would probably soldier on at reduced power. Extreme example - the huge radial engine of the P-47 Thunderbolt could still get the plane and pilot home safely after losing a few cylinders to enemy fire.
An engine will continue to run as long as the cam or crank stays intact, if a bullet or shell fractures the crank of that plane engine, there is no way it would continue to work, it would become extremely unbalanced and the broken bits would continue to fly around inside the engine. A while ago, my dad's drag car put a rod through the block but it continued to run. It got completely destroyed internally but it ran.
We can only dream, for now I think a simple G-force indicator would suffice until the developers undertake the massive effort full / partial engine simulation is.
Not quite, if the few pistons aren't able to keep the RPM at a range in which they can work the rest of the engine its not gonna be "just fine" and the less pistons powering the crank the more irregular the flywheel vibrations will be, damaging a few components. And to answer your previous point, i didn't mean to actually add a fully simulated 100% 1:1 real life accurate oil pump. I meant have a specific part that has its own hitbox, and that if its hit it will stop working or if it detects pulls that exceed X G forces it will stop working. Its not that complex.