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BeamNG's barrel roll physics?

Discussion in 'General Discussion' started by RacingFan99, Mar 18, 2014.

  1. RacingFan99

    RacingFan99
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    If this has been asked a while back, sorry.

    Long time fan but first time posting, I was wondering if anyone played Nascar Racing 2003 and compare those physics to here. Now I know NR2003 is nowhere close to perfect don't get me wrong, but wouldn't it be nice if there was an option to enable those type of physics in this game?

    Best of both worlds but I guess programming can be extremely difficult and not easily done. Anyways, thanks in advance and I'm loving the demo! :eek:
     
  2. Nadeox1

    Nadeox1
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    BeamNG Team

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    There isn't something like a barrel roll mode. If the car is supposed to do a certain thing, the physical engine will simulate it. If it doesn't, it probably wouldn't have happened in real life or something like that.
     
  3. Cardinal799

    Cardinal799
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    But I wunt my curr to do 360 noscops. :((((((((</jk>
     
  4. kruleworld

    kruleworld
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    hit the ramp at the right angle and the car will barrel roll.
     
  5. Cardinal799

    Cardinal799
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    It was a joke, and I think what the OP wanted was to spin the car mid-air (something like in an arcade game; ya know, the stuff that defies physics?).

    If the car goes off of a flip ramp, yes, it should barrel roll.
     
  6. RacingFan99

    RacingFan99
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    No, no, I didn't mean a barrel roll mode or anything.

    What I mean is, the physics for both games seem realistic yet entirely different.

    In other words, in Nascar Racing 2003, the physics is realistic in that when a collision occurs, and the conditions are just right , the cars will literally flip and sometimes barrel roll into something unpredictable.

    However in BeamNG, you don't really see that yet the physics are realistic in that they collide and deform appropriately. I guess if there was a way to edit the physics to get best of both worlds, hopefully that makes more sense. Anyways, if not nevermind. =) Yeah I know it's an old game (over 10 years old) but it seems to be one of the best yet (probably on par with Richard Burns Rally physics).
     
  7. TechnicolorDalek

    TechnicolorDalek
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    BeamNG has the laws of physics coded in to it. If something like that would occur in real life, then it should naturally occur in game.
     
  8. NkosiKarbul

    NkosiKarbul
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    I cant stand this "beamng has the laws of physics in them" ..loled hard!
    It is still just a program and so it has for sure not accurate real life physics, but yet probably the best you could achieve within software of that caliber, as we have to consider that it is no industrial software for pure simulation purposes.

    Yet i am very dissapointed how cars do barrelrolls on dirt... it is actually hilarious how you can slide your car on the roof down a hill made of grass and dirt!
    In real life rally cars that move across the surface on something else than their wheels, will start to do excessive barrel rolling because of their chassis getting stuck in the dirt, throwing grass around and deforming the car and soil. In beamnNG you slide on your roof or side and maybe you roll very slowly because of the minimum friction you have. But the car nearly never gets stuck on what is supposed to be an edge digged into the ground by the car.
    Dont get me wrong i dont want deformable soil or ground like in spin tires, that is absolutely offtopic here. What i wish for is some more grip between the terrain and the body parts of the car so this behaviour at least gets emulated, if not simulated due to lack of resolution in the terrain shape.
    I know the friction coefficient is set to the realistic ammount of metal, but that is more than useless as long as the ground does not offer an accurate simulation himself!
    Then again i have no idea if raising the friction would cause bugs, such as beams ripping apart where they are not supposed to do so or something like that.

    Best example are some parts of Small Island, where you get carried off the road if you have to much speed and then slide on your roof down the hill to the beach, you even have edges in the terrain there, but they act like ramps for your sliding car, rather than making it get stucked and do a barrel roll. This is highly unrealistic and immersion breaking for me.
    *prepares for incoming shitstorm of fans, as he did not offer a video*
    I have little time today and loadin up a video takes endless with my internet, so i hope to provide a comparisson video next days.
     
    #8 NkosiKarbul, Mar 19, 2014
    Last edited: Mar 19, 2014
  9. TechnicolorDalek

    TechnicolorDalek
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    See, that is a problem with the physics engine. It doesn't realistically simulate terrain. If it were to bend/gouge/chunk up dirt, that would start using even more CPU power...

    AFAIK you can't even change the friction for different surfaces yet.
     
  10. NkosiKarbul

    NkosiKarbul
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    Then i guess you have to find a workaround or stop telling ppl beamng is as realistic as it can get.^^
    Note the You in this sentence is not refering to you technicolordalek. Well actually it could, this thread talked about barrelrolls and all i saw was people saying "it is accurate as it is".


    Edit: Thanks for the clarification below, had me laughing. XD
     
    #10 NkosiKarbul, Mar 19, 2014
    Last edited: Mar 19, 2014
  11. TechnicolorDalek

    TechnicolorDalek
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    The vehicle simulation is the most accurate there is... Vehicle and terrain interaction could use some work :p
     
  12. IBsenoj

    IBsenoj
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    I'm definitely hoping for some new terrain physics, but so far it's fine. kinda. :p
     
  13. moosedks

    moosedks
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    I think part of the reason crazy shit sometimes happens in games where the cars are rigid body is because none of the energy is absorbed by either car and they just kind of bounce all over.
     
  14. SixSixSevenSeven

    SixSixSevenSeven
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    They are kinda like pool balls.
     
  15. jotaonze

    jotaonze
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    (imported from here)
     
  16. IBsenoj

    IBsenoj
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