Collisions for road signs and other

Discussion in 'Ideas and Suggestions' started by den_chik, Mar 16, 2020.

  1. den_chik

    den_chik
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    In first:
    Then you playing the game you are often have driving with attention (for normal gamers, not for crazy crashers, of course). In that situation you should drive around some cars, around pavements, around falling trees and other road obstacles. And for some reason you can drive throught road signs without any problems. Like said Bob, because "you get stuck". But in real life I absolutely get the same way. Why I lose this possibility in game? I want get possibility to "stuck". And I WILL DRIVE NOT WILLING TO STUCK. It's more hard and challenging (for 2% of gamers?)
    (not seems so!).

    Dear developers, relook your way, please.

    And mind the trees, too.
    https://www.beamng.com/threads/0-18...e-before-reporting.66992/page-28#post-1127925
     
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  2. bob.blunderton

    bob.blunderton
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    Hitting a sign when you do not get stuck, is like hitting an immovable concrete wall.
    Hitting a sign with small narrow collision surfaces (surfaces narrower than 2~3cm wide) will cause some - but not all - of the car to go partially through some of the surfaces, and stop the vehicle.
    This physics engine cannot handle extremely narrow surfaces. It is a known limitation. Even sometimes curb faces can be too narrow, and some trim pieces on buildings must be built with knowledge that this could be an issue.

    This is not a new topic, but one I've had to come to terms with designing things in game - not just for players but AI vehicles, too.
    Unless soft-collision with signs is implemented in the future in some reliable way, or animations of them breaking off (signs don't stop vehicles unless vehicle is going less than 5~10mph, depending on vehicle mass, direction/inertia, size and strength of sign and posts), you will not see signs with collision.
    Large highway signs on gantries or other billboard-sized signs with large poles will still always have collision, as they are thick enough not to make vehicle stuck.

    In real life, a small piece of U-channel (the sign post for things like stop signs, yellow diamond signs, yield signs, other warnings/speed limit regulatory signs and so-forth), is poured into a 5-gallon-bucket lump of concrete with 8~10 inches of metal sticking out. The sign post U-channel piece is then bolted with one or two bolts to this piece of metal sticking out. This is done so that the sign snaps off easily at the break-away bolts at the base, and can be quickly replaced / is less damaging to the vehicle. Two little bolts, no thicker than those that hold car body panels on, hold that sign up.
    That little bit of metal holding it in place - and the 35~65 pound sign/pole - VS a moving vehicle, weighing on average of 3600 pounds... That's easily a 50:1 or 100:1 difference in mass, not even counting inertia, which is NOT linear.
     
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  3. ltntai

    ltntai
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    Getting stuck in signs is better than nothing happening. A good reminder for not hitting those irl.

    How about a road sign/small tree with a lua trigger that deals coded damage?
    The more the faster you go through it. You don't get stuck, but will be punished for your stupidity. Dented bumper, hood, broken radiator or windshield etc. Could be vehicle specific. If lua damage is possible in the first place.
     
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  4. den_chik

    den_chik
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    I want return to previous discussion. There are some offical road signs in props. Then you hit to that ones the car is not "blocking by concete wall", as was said early in thread. Yes, it can be some hard, but quite acceptable. I think this kind of obstacles MUST BE for detailed great maps like official ones and lovely modded.
     
  5. Harkin Gaming

    Harkin Gaming
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    The signs on most maps aren't entities, instead they are static objects that are part of the map. The same goes for everything else including trees, lamps, traffic lights, etc. The signs and other objects that are in the vehicle selector are entities, meaning they can move and be damaged. The problem is that if all of the things on a map were entities, it would be a horrible laggy mess and would cause the game to be unplayable on most mid range computers.
     
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  6. ltntai

    ltntai
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    I'd rather have no signage at all than these arcade ghost elements. If your pentium can't handle bending sticks, you could turn them off.
     
  7. Cpt.flowers

    Cpt.flowers
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    Perhaps the same technique used on tree branches and bushes could be used for signs. There would be some resistance but after the sign was X amount into a vehicle it breaks from the ground. When braking it could be given the velocity of the car while losing all collision-ability with the car so it doesn't get stuck. The sign could still collide with the world though. Physics (soft body physics) could be turned off on the sign until the car hits it and after the sign slows down to 1mph physics could pause or end leaving the polygons of the sign but not the jbeam.
     
  8. Harkin Gaming

    Harkin Gaming
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    The problem is that you can't just turn off the physics for one entity. To make all the signs have physics, they would need to raise the minimum system requirements to at least 12GB of RAM and a newer high end processor. That doesn't make sense from a business standpoint because it would alienate most of their customers because only 5% of the playerbase would be able to run the game.
     
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  9. ARES IV

    ARES IV
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    Besides, the current solution is good enough. If you are that puritanical about it, restart the time trial/challenge if you moved through a sign. Anyone else will likely pretend it never happened anyway. :p
     
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