Does BeamNG.drive support or simulate metal fatigue in any way? an example of what i mean is bending a metal wire back and forth multiple times until it just falls in half.
Due to how the many vehicles are modled, it would be hard. I don't believe exactly that metal fatigue is fully simulated, since it goes on node strength, and not repetitive motions, but I think it is either already partly simulated, or coming soon, since it is a good part of realistic deformation
Good roast. Material fatigue is not simulated, so cyclic loading has no effect on simulated structures.
No, this is not simulated. Structures in Beamng are made of beams which have certain properties that define their behavior - beamdeform (how much force must be applied for a beam to change length), beamspring (how much the length of a beam changes when a force exceeding beamdeform value is applied), beamdamp (how much energy is dissipated when a beam changes length) and beamstrength (how much force must be applied for a beam to break). They don't change no matter how much you change the length of a beam. What do you mean? That monster truck deals too little damage to cars when crushing them? It's exactly how it would be in real life. Try crushing an unprepared modern car with a monster truck irl and it won't suffer much damage either. Cars used in monster truck shows have their pillars cut so they deform in a more spectacular way.
Beamdeform = how much force is needed to deform beam permanently, so it will be different length and not coming back anymore. Beamspring is stiffness/springyness of the beam, putting this enough low in relation to node weights beam is connected to can be used to get beam that can change it's length a lot and always returning to original length. https://wiki.beamng.com/JBeam_Reference#beams
I want mean metal deformation is sometime too smooth Here some example: After 1400kg pose on roof Or bottom a moster truck wheel (4400kg, arround 1100kg/wheel)
Think about it that cars can roll over on their roof and roof is not giving in much. On those shows they are weakening the roof structures to make roof giveaway better as was mentioned earlier, you can't really compare that to what would happen in game or with car that is not tampered with. If you want to have same kind of effect, you would need to make roofs of the car weaker than what they are in reality, as that is what they do in monster truck shows too, they make roofs weaker than those cars normally have.
Thanks for your reply. I think I've in mind a wrong reality, roof and so should be stronger than I imagine
Dang, just cause I don't upload mods mean I have no idea what I am talking about... Judging books by their cover
Seeing that your post was not only wrong, but also almost entirely conjecture, what OP said was completely reasonable.
C'mon guys... don't start a fight in my thread... it seems most people agree that it isn't simulated, but now i would like to ask @Nadeox1 why such an important aspect of deformation isn't in game... after all, this severely affects multiple crashes on the same section of the car...
It doesn't matter all that much. Metal fatigue doesn't really effect cars unless they have some serious mileage, or if they have been broken and then repaired. In both cases, the end result will hardening and stiffening of the frame. In BeamNG, considering you can't repair vehicles, it doesn't matter much at all. For repeated collisions, beamdeform does the job just fine.
Actually i find that using the node-grabber is an effective way of making rough repairs, especially to the roof of a car.
It is partially simulated. Expanding and compressing a beam repeatedly makes it more pliable (easier to deform). The breaking point doesn't change tho (for stability reasons).