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Crash Physics of BeamNG Drive Compared to a 3 Million Dollar Funded Racing Game

Discussion in 'General Discussion' started by LCBradley3k, Sep 28, 2014.

  1. LCBradley3k

    LCBradley3k
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    Funding can do a lot of things, but it can't always get you the crash physics of BeamNG :)

     
    #1 LCBradley3k, Sep 28, 2014
    Last edited by a moderator: Oct 21, 2015
  2. deject3d

    deject3d
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    wow hey thanks for sharing. this was a very well made video revealing some shocking differences.

    when will you be releasing the video that compares how the vehicles handle, how accurate laptimes are compared to real world, and all of the other aspects of playability that doesn't involve mindlessly slamming in to a wall?
     
  3. DrKabel32

    DrKabel32
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    In my opinion not a fair comparison, Project Cars is all about racing and staying on the track, the physics are simply not made for head-on collisions or demolition derbys unlike BeamNG.
    Of course there were discussions on the forums whether or not a small crash has to be race-ending and to what extend the car should crumple but you have to find a compromise that everybody is pleased with. And don't forget, the car companies don't like to see their cars crushed to bits in games. I think it is good as it is and it gets the job done regarding the total budget of 4.7M dollars :)
     
  4. Hati

    Hati
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    Its at this point I have to wonder whats going to be done with the driving physics in beamNG? Because everyone's right. They're not as good as they could be. But crash physics being better? no surprize anymore :p
     
  5. TechnicolorDalek

    TechnicolorDalek
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    It's not like the "driving" physics are purposefully bad.
    Vehicle/road interactions need to be worked on.
    Controller support needs to be worked on.
     
  6. Aboroath

    Aboroath
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    Nice vid. I seriously thought at the beginning project cars was a real video, fucking amazing. After that it's all down hill for PC in my book. I felt the same miserable
    feeling I got with every Driver game when it appeared PC used the same swap scheme for every front end collision and it just sailed down the drain from there.

    The bottom line is only the guys at BeamNG can make this work and make it work within an actual game environment. I prefer it that way and am confident
    we aren't going to see real time deformation in a big house game for a long time...it's just to damn special for general public drones to appreciate.

    GO BEAMNG.:cool:
     
  7. logoster

    logoster
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    not to mention the average consumer pc would have trouble running beamngs physics
     
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