Yeah, I updated my post to reflect as such because I realized I made that sound like it was impossible.
Check this video, this is very good quality of crashes and physics demonstration in Carmageddon 2: Carpocalypse Now! and also cutting elements like cars, trees, etc. Is it that hard to do that in BEAM.NG DRIVE? --- Post updated --- Or you can implement simple cutting like in Metal Gear Rising
BeamNG.Drive has soft body physics, Carmagedon not. Cars are made from beams, which (I think) can not be broken. Objects in maps aren't made from these beams, so they cannot bend or break.
It is hard, because these green things are beams that are really the car, graphics that you see are only illusion, a fake image that is placed where beams are to represent a vehicle. These beams are updated 2000 times a second. When we look at car's body, we can see this skeleton here with flexmeshes that are 3d model of body, windows, wheels, body panels etc. Look what happens when I pull hood off from that car: So if you would go and cut that car, you would still have car pieces together and that cut would of need to be predetermined, fake. Goal of BeamNG is to simulate physics, not to fake them believably, so such would not do, there would need to be way to know where to separate these beams and how they would remain in shape, so that they don't collapse. Hood stays in shape because it is own group and made to stay in form when separated, but how would you know which nodes and beams to separate? How would you know which beams to add so that object does not collapse to itself? Here is what cars really are in BeamNG, this is all calculated 2000 times per second, they have weight and strength, which are taken account so that they behave by laws of physics dictate by mathematics instead of magician tricks (fake physics): Of course we all would like to have realistic carbon fiber and being able to cut car in half etc. However it is bit more difficult than just having a model that is predetermined to break at certain point or cutting mesh in two by nearest vertex of cut coordinates.
Hood stays in shape because it is own group and made to stay in form when separated, but how would you know which nodes and beams to separate? How would you know which beams to add so that object does not collapse to itself? We don't know and for now we wouldn't know but we can always make a map where the nodes and beams will separate, the map will be the same everytime so it won't be realisitic so much but it will be so much more fun to see cuts the vehicles like in carmageddon 2 carpocalypse now
I feel like they need to add a Minivan in the new update, we have all these sedans, sports cars, SUV's, and semi's and stuff but we have nothing like a Minivan in the game. Tell me what you guys think of my idea.
The only thing that I'd like to have is some sort of vehicle creator tool which would basically work as blender but with real time and basic automated jbeam which you could improve in advanced options + with some of the preset materials as those are just a nightmare.for me to get right
Actually, I did remember something about Barstow now, see: Front subframe is made as own part and engine etc. attaches to that, then that front section attaches to rest of the body via beams. So it is possible and it does not look so fake when there is front subframe, but I don't know how fake it would look in other body types.
OH NICE! This is what I was thinking about! I need that fufsgfen in game! Something like this! The cutting car in two sections, it can be fake cut but in the example that you share, it is looking very realistic!! I need something like that to the game!
It is in the game. Now I’m no automotive genius here, but I believe that the reason behind the Barstow splitting is because it has a front sub-frame. Now correct me if I’m wrong here, but I don’t know that all cars do have a front sub-frame. Also, on the discussion of all the explosion stuff, I haven’t watched a lot of accidents, but when a car explodes it usually is flaming for a few minutes before that.
Yeah, it splits like that because there is a front subframe, just look underneath and you can see it holding the entire engine.
Can we add the burnt vehicle option to the game? For example, the texture of a burned vehicle? Because now it is a car that can stand two days on fire and will alwayslooks like new.
I guess that might come if they make dirt build up possible, both features would need similar addition to current texturing system. Then they would just need program to choose which map to display based on few conditions. You can choose Barstow as a car and do some crashing, but soon you will notice that separable front sub-frame causes bit of problems. As game knows if car is upright or not by reference nodes, that means engine can be upside down while rest of the car is upright and engine will not be starved of oil. I doubt you could have reference nodes set to front sub-frame and things working still well, maybe it would not work at all. Also currently it is possible to detach front part and have perfectly functioning motor, which is quite unrealistic. I guess that could be fixed by choosing engine breaking beam so that engine gets broken only when sub-frame holding beams are broken, but there is probably new issues from that. So it really is much more difficult than just splitting car in half in a fake way, there is so much more that is going to be challenging or broken that it is not considered worth to do really. It would be easily full day of work with all the fine tuning, adjusting and testing, full day of work spent on some other areas probably gives more for most mod builders, so I doubt we are going to see such in mods. Only if devs want to add some new clever way of making that possible that does not break something else, but I guess that is unlikely to happen as it would add complexity a lot = a lot more issues to deal with.
Exactly. If the car has a front subframe, the car can be split pretty easily along the connections that hold the subframe to the body of the car. This behavior happens pretty readily in BeamNG, just as it will in real life. Granted, they are designed to do that. By splitting, you are shedding a lot of weight and reducing the overall kinetic energy of the passenger compartment in a crash, or, in the reverse role... say if the area designed to shear hits an object, it shears off reducing the kinetic energy transferred by the passenger compartment to the solid object. Point being... most times, a car will only split in half if its designed to split in half... you might be able to shear off the front or aft suspension and engine, but more than likely, the passenger compartment will stay intact. Obviously, on older cars, it would be easier to shear the physical passenger compartment, but depending on the age, that might be backed up with an extremely strong frame. The most likely cars that you would be able to split are the very early cars that adopted the unibody construction. Their metal will be weaker, and their construction practices will not have been on par with modern technologies. Heck, the earliest adopters might not have even had crumple zones. Nowadays, the car will tear itself to shreds if need be to shead energy with the only goal being to keep that passenger compartment intact. Again though... I am not saying that splitting a car is impossible... old style or new. What I am saying, is that if it isn't designed to do it... it will try its best to stay intact. Real world or BeamNG... the physics engine doesn't care whether the car can or not... it's all in how the car is designed. If the designer didn't want the car to split... then your going to be hard pressed making it happen.
This crash happened 2007, site brought it up 2008, that RS6 was not very old at time of the crash (3-5 years?). According to comments section (always so reliable) it was over 80Mph to tree: http://www.autospies.com/news/Audi-RS6-Splits-In-Half-And-The-Driver-LIVES-33997/ That era Audi and BMW seem to split quite well when hitting a tree because I remember there was several pics and stories of rather new (back then) cars being split to half. One just has to search Audi split half and there will be lots of links: http://gtspirit.com/2013/06/22/car-...-and-driver-escapes-with-only-minor-injuries/ Is there then something different in those cars or why they are so commonly split to half by a tree, I don't know. However I don't think that possibility would add much to game, especially when you consider what it would take to make such feature reliable, but something like 140kph or more to tree sideways and those cars tend to split to half quite reliably, which is quite surprising. It probably has to do with area of contact and position of contact, structures that should spread energy around safety cage of cockpit are perhaps not working in such situation which leads forces to be perhaps focused on small area which again tears floor structures apart? It is kind of like ice, it holds well until you put bit too much weight and then it breaks to pieces, maybe safety structure holds up until certain limit is reached which after it kinda self destructs? I would think something like that is what this is about, how else only few year old cars with high safety standards would behave like this?