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Automation Soft Body Physics?

Discussion in 'General Discussion' started by AshtonGamer, Jun 25, 2018.

  1. AshtonGamer

    AshtonGamer
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    Hello, so I have heard about the automation update for BeamNG. But I have 2 questions. 1. When the update for automation and BeamNG is released do we have to go to the BeamNG website too get the discount on automation (I think we are getting a discount) or is it just going to happen in steam? 2. With cars from Automation will it have soft body physics? Because if it doesn't then count me out of the automation update.
     
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  2. Slammington

    Slammington
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    Every vehicle in this game has soft-body physics, and so will the cars ported from Automation. They will, however, have a very simplified structure as the method the devs are currently using to port the vehicles cannot generate a highly detailed node/beam structure, especially with all of the variances in styling that are possible with cars made in Automation.

    Here's a video where the automation devs crash ported cars and explain how the damage will work (at the 1 minute mark you will damage):
     
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  3. EruptionTyphlosion

    EruptionTyphlosion
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    ^^^^^^^

    Edited.
     
  4. AshtonGamer

    AshtonGamer
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    Mod quality? From Neilogical's video, the soft body was VERY poor (to me at least)
    --- Post updated ---
    Ok, still looks kind of poor, but ok! I will buy the game anyway (because I cant really even think of what to play now I have like 100 cars in BeamNG……)
     
  5. Daffyflyer

    Daffyflyer
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    Automation Team

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    Note that the jbeam stuff is still being worked on right now, the dev build already crashes quite a lot better.

    It'll never be as good as the normal Beam cars, but it's now working pretty well besides the lack of removable panels :)
     
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  6. henryjhost

    henryjhost
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    I have a question. Will the cars being imported have the same wheel hub system as the regular beam cars?
     
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  7. Nathan24™

    Nathan24™
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    Will they also have horn support?
     
  8. SandwichesANDmilk

    SandwichesANDmilk
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    will each car be separate in the vehicle selector or under one vehicle?
    --- Post updated ---
    also, you guys should add some BeamNG rims to automation.
     
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  9. AshtonGamer

    AshtonGamer
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  10. Driv3r1142

    Driv3r1142
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    I don't see why they wouldn't have support for it, and it's not that hard to add it in after the fact either if you want it.
     
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  11. Unster

    Unster
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    I agree with the sentiment here about the crash physics on Automation vehicles. They look low-quality. If it stays like that, I don't even see the point of bringing Automation into BeamNG. BeamNG is all about the realism of the physics, especially the collisions.
     
  12. ManfredE3

    ManfredE3
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    Because there is more to do in the game than just crashing the same 20-something cars over and over. By your logic why would we bother having nearly anything they have added to the game in the past couple of years. Softbody physics, grid map, and a couple of cars would’ve been the entire thing.

    I wouldn’t say “especially the collisions” at all. High speed collisions often result in physics instabilities, and low speed crashes don’t look right without dents/scratches. Until recently, crash welding was such a problem that any time the wheels or bumpers contacted another body the car would get stuck. Lately, BeamNG has put a decent amount of recourses into AI. They have put a lot of recourses into the driving physics, which many people enjoy. The ability to design our own cars, both mechanics and aesthetics will provide a great chance to further enjoy the physics and make our own silly creations to drive in one of the most realistic driving games around today.

    These vehicles also should provide a decent starting point for modding.

    If you don’t care about cars or driving in this game then suit yourself fine, though I don’t see why you would choose this over something like RoR. As for the rest of us, we will be enjoying having our own silly creations to play with, because why shouldn’t you want a 2 liter V12 minivan?
     
    #12 ManfredE3, Jun 27, 2018
    Last edited: Jun 27, 2018
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  13. Unster

    Unster
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    I think you misread my post or took it too literally. I welcome more maps & vehicles, as well as better AI and more game play options. Crashing is certainly not all I do in BeamNG. In fact I prefer car chases, followed by a violent crash. :) But without the realistic physics & collisions, I might as well play something like NFS which has more content but arcady physics. Without the physics & collisions, BeamNG is nothing. So I'm just hoping this Automation will add real value to BeamNG for us who like the realism.
     
  14. ManfredE3

    ManfredE3
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    I guess I’m just use to having to explain things to folks who are just here for the soft body physics :p

    Just remember, now we have access to making some really silly vehicles to test in BeamNG.Drive, I’m certainly looking forwards to all those new possible engine sounds.
     
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  15. Daffyflyer

    Daffyflyer
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    Automation Team

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    I'd say if you're in it for designing your own car in detail, and then finding out how it performs (handling, acceleration/braking performance, driving feel, gearbox performance, engine sound, off roading ability, drivetrain/differential behaviour, whatever) then you'll enjoy this exporter. That's the main point of it, to be able to drive a car you've designed and feel what it's like.

    If you're specifically keen on designing stuff and seeing how it crashes/deforms, then it's probably less fun for that, as the crash performance won't change hugely between designs, and won't be quite as detailed as normal BeamNG cars, though they still behave pretty sanely in crashes.
     
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  16. atv_123

    atv_123
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    Everyone seems to be hell bent on the whole "NEEDS GOOD CRASHES TO BE GOUD!!1!" but that just is not the case. Remember, BeamNG is a simulation. It is designed to simulate EVERY aspect of a vehicle to the best of its abilities. THAT is where the whole soft body physics thing comes into play. Cars are not just solid rigid things... they move, flex, and bend with the forces that they experience in everyday use. SO to best simulate all of that feeling you get from a car that CAN flex... you need to make a simulation that can properly simulate that flex. THAT is what the softbody physics are for... the fact that it enables extremely good crashes is merely a byproduct of simulating the entire car properly. That is it. Remember, this is a driving simulator... not a crashing simulator... it just happens to be very good at both.
     
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  17. Unster

    Unster
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    No disagreement there. That's exactly what I love about BeamNG, i.e. how it simulates a vehicle's motion, including the collisions. I guess I'm not really into designing my own vehicles, so I'll stick with the true BeamNG vehicles that behave more realistically.
     
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