You mean like real cars, when you drive over huge bumps/jumps? FYI, we are the only physics engine that doesn't cheat away the extra forces when a car goes over a bump/jump - that's why the cars bounce a lot. The bumps on the maps are also too big currently, which we are working on.
seeing all these jumping videos REALLY makes me want to take the 2013 Sienna we have for a run to see what it can really do. now If only I could find someplace to jump it
I think the driving physics are great in this game, and as realistic as they get. However, I am waiting for the Race update to improve traction. Even with a gamepad I just can't drive the Bolide.
You don't have a badge. Upgrade your account please, you'll get access to mods and the private forums.
Keep in mind, though, that this is an alpha release, and it still beats anything else. Even forensic accident reconstruction. I can't help but think about what the "race update" will do for you.
For me it feels like only fault (beside lots talked bad tires) is that there doesnt seem to be any kinda downforce/wind effect pushing cars to ground at high speeds.
That's because there aren't any cars currently in the game that actually generate downforce in real life, normal roadcars do not generate their own downforce. In fact, a pickup like the D15 would generate lift The Capri that Jalkku is working on definitely generates downforce, and it's impossible to drive that car when you disable the wings.
your cadillac also generates lift when you get it to a high enough speed, because of the fact that the convertible roof doesn't "Lock" on to the windshield when it's closed
Well, yes and no.. It does generate lift, but the roof isn't causing that, because there are no collision triangles on the roof. Unfortunately I have no way to fix the not-locking thing, because attaching command hydros from the windshield to the roof makes it not open and close properly. When it's open, it'll pull the roof towards the windshield in a straight line, while the other commandhydros and the frame are attempting to hinge the front of the roof up and over, which keeps it at the same distance to the windshield. I could probably get it to lock if we could define a delay or make a curve for how fast a commandhydro retracts like you could in RoR, because I could just make it first retract slowly, and then speed up when the roof is already halfway up, but that's just "if" for now.
wait, it's not the roof? strange, i wonder what is then (as visually it does look like the roof is pulling up when you get to the lift speeds)
Well, true, none of the standard cars out there are meant to generate downforce. However, there are a couple mod cars that have spoilers of different sorts, such as the Civetta Bolide FT-40R which does in fact create downforce. It's what helps that specific mod go straight AND fast.
you're talking about wings. spoilers do not generate downforce. wings only generate decent downforce for a vehicle at 80mph+. downforce on cars in this game do not help with driving fast at all. firstly, the default tracks do not allow a car to go the speeds necessary for a wing to be useful, secondly, any downforce generated by a wing in this game is completely negated by how cars incorrectly lose and regain grip. downforce helps a car maintain grip, but this game does not accurately model grip and everyone who drives in this game loses traction and drifts around every turn (even light bends) at all times. http://dave.ucsc.edu/physics195/thesis_2010/guarro_thesis.pdf pg 35
Incorrect. Spoilers and wings both create downforce, however they go about different ways of doing so. Spoilers are basically slats that redirect airflow to push the car down, whereas wings are essentially airplane wings turned upside down to provide downforce. (Read: http://en.wikipedia.org/wiki/Spoiler_(automotive)). The rest though, true. But then again, as we all know, this is still not the final game and the devs have talked about improving the tire model.