It would be great if BeamNG would have a crash arcade mode, a mode that would make crashes less severe. Right now a normal crash at about 40 MPH can total a car and render it pretty much un-drivable, but in arcade mode the car would suffer minor damage even at 80MPH. Question. But why arcade mode? BeamNG is a realistic simulation game, arcade mode cheapens that aspect of it. Answer. Arcade mode wouldn't take anything away from this great game, that mode would only be used to drive endlessly even though you crash and hit things, it would still have the same realist driving style. For exmple, during a time trial race you want to make the best track time. theres a challenging corner that always gets you, you bump the curb and the wheel hubs bend making it near impossible to control the car afterwards, that is realistic and you appreciate that, but to avoid dozens of game restarts do to a minor bent rim, you decide to switch to Arcade Crash Mode. Now when you bump the curb you can continue to drive and complete a track time. Of course it seems to go against everything BeamNG stands for, but really it would be a cool addition to the game and perfect for those without a wheel and pedals
that is against the Whole point of the game, i'll explain myself: this game was born to be perfect, not compromising. When there will be a career mode, you'll see that, that's iperrealism, in the real world if you crash once, your race is probably over. BeamNG.drive will become the Dark Souls of racing games. Then there is the developing matter, you can't simply develop a physics system and another and switch between the two, your idea is good and i respect it, but it would suit another type of game, not this
you could maybe add some kind of damage multiplier that makes every beam and node set stronger. 1 is real, and 2 is twice as strong. i understand why you want to have this and it might be something one of us can do in 10 minutes. maybe i dont know how it really comes together and this is implausible. also @Djplopper, that is a great analogy with the dark souls thing. i laughed.
The problem with this idea is that ]i]everything[/i] depends on beam strength, not just damage. If we multiply the beam strength with some given factor, this will not only reduce the damage the car takes, but also affect its suspension, weight shifting, tire behaviour and so on, completely ruining the handling of the cars.
I think it could be done but it would take alot of new coding, there would have to be a system created that could look at the change in beam strength and auto adjust each variable so it can work as intended. If thats not possible, then as was stated before it looks like it would require a second making of BeamNG, one for BeamNG physics and an almost entirely separate engine for Arcade style Physics.. It would be too time consuming for the Devs unfortunately. So its not impossible just impractical for now, maybe when the Dev team grows bigger it could be done. What made me think of this is Mafia II, there a setting for arcade style driving and simulation driving even the damage was less severe. Also in GTA 4 there was a hack to make less or more damage, it was a multiplier variable that was easily modifiable, but then again the complexity of the BeamNG engine makes the RAGE Engine look like it was designed by a pre-schooler.. who skipped school
I think you've answered your own question: it's defeating the point of BeamNG. If you want to essentially disable damage, then why play BeamNG? There are games with better tire models, better graphics and better car selection/tuning at the cost of an inferior damage model - so taking that away from BeamNG makes it pointless.
really? i think their tire model is spot on. im playing with a wheel and its amazing.the suspension is also second to none imo.
Oh yeah, it's great, even excellent, but it's not as good as Assetto Corsa or other games which have laser-scanned tracks and rely entirely on the tire model to sell. BeamNG is really, really fun to drive it but it'll never be as good as games designed solely to drive in.
I don't think assetto corsa has nearly as good a tire model as beamng. The tires don't feel anything like they should while they are spinning. The tracks are amazing sure, but I'm not the only one else complaining about their tires. Meanwhile, beamng has tires that look absolutely nothing like they did even 3 or 4 months ago. http://blog.beamng.com/A-look-at-tire-development-in-BeamNG-(Part-2)/
Pretty much my only problem with the beamng tires is that there is no wear or heat, and the wheels themselfs seem almost indestructible and incredibly rigid up until about 300 mph when they turn into tinfoil... I'm honestly no expert on cars but .I don't think that after drifting around a rough road on old 6 inch wide tires in a heavy american luxury sedan would be very good for the tires, and I also doubt that most wheels wouldn't even get a dint after falling 59 feet with a truck landing on them but those same wheels turn into tinfoil before you even hit 300 mph
Wear and heat I'll give you. As for the rest I think they got alloys pretty well and there may be more at play than you may think. When you drop that truck the suspension compresses and the actual frame takes most of the hit. Those truck wheels are not like our fancy alloys. Those steel truck wheels are several times stronger. I feel like how the tires grip while they are spinning is very realistic and most games get that wrong. I'm hoping they publish the graphs that show all the metrics but I doubt he wants to publish his hard earned research. I really think they are on to something here even tho I'm biased. There are 100 plus million dollar a year studios doing inferior work.
When I did the drop tests, I made sure to make the suspension as still as possible and used a heavy duty chassis, but it was actually the steel wheels that tended to deform more, out of all the ones I tested the 8 lug rear duelies actually seemed to be the weakest, but the ones I assume were alloys didn't even bend at all.
This has very little to do with tire physics. I'm concerned with driving fast on tarmac and so far this game matches my real world experience the best.
I know, I was just saying that the wheels are unrealistically rigid, and that could have an effect if you just a curb or something.
maybe they could make another game called beamng. whythehellareweevendoingthis with arcade crash physics! to anyone who does not understand sarcasm: Spoiler its a friggin joke!
Rather than making the normal road vehicles unrealistically crash-proof, why not just make some vehicles that are collision resistant because of inherent design factors? For example: An armored military type vehicle A truck/SUV with an external roll cage There are probably more. (Also, what would be more exhilarating than an MRAP race at Hirochi raceway?)