My top 10 suggestions for improved realism in crashes

Discussion in 'Ideas and Suggestions' started by megapixle, Jun 17, 2016.

  1. megapixle

    megapixle
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    My suggestions are based on watching many hours of dashcam crash footage on YouTube and how cars react in real-life scenarios.

    Not in any particular order:
    1. Tires need to "grip" more, especially when drifting off the pavement and into the dirt. In real life scenarios, a car leaving the road at a high-ish speed nearly always results in the tires digging into the ground and the car flipping over. In BeamNG, the car just slides across the dirt as if it were ice.
    2. Speaking of tires, damaged tires need to simply deflate rather than having randomly disappearing chunks of tire, as if somebody carved out a chunk with a chainsaw.
    3. More realistic glass breakage. Windshield damage is actually pretty good, but when a side window is damaged the glass just disappears. I'd like to see a broken window result in shards of glass falling to the ground. Same with broken headlights/tail lights.
    4. More debris in crashes. In a real life crash, at high speeds, there are hundreds of chunks of debris of all sizes. I realize this probably involves creating more breakable features when designing vehicles. There are some 'fake' animated debris effects in BeamNG, but some of these look quite silly (e.g. the swirling debris shards).
    5. Better dust & dirt effects. In real-life scenarios, a car leaving the road results in a huge cloud of dust almost every time.
    6. More realistic smoke/steam. BeamNG does a decent job of smoke/steam, but I think they could ramp it up. For example, a large car fire should result in heavy, thick black smoke. Real-life collisions also result in much more steam/water vapor than in BeamNG.
    7. Paint damage. This is a huge one. If I scrape along a concrete barrier the side of my car better indicate that. If two cars rub together side by side there need to be tire marks. Bonus points for trading paint.
    8. Deformable interior features. Having a steering wheel and seats poke through the roof of my crushed car just looks silly.
    9. Improved tire/skid marks. There are some skid marks in the game but there are many scenarios where the tire should leave a mark but doesn't.
    10. Deformable roadside objects. We don't need to make every building etc. destroyable, but nearby roadside objects such as guardrails, signs, street poles, etc ought to react to being hit. As it stands now a small roadside sign can destroy an entire vehicle.
    Having said all that, BeamNG is by far the most realistic driving experience I've played. It truly is a great game and I appreciate how far it has come and can't wait to see where it goes in the future.
     
  2. Dealercrash

    Dealercrash
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    Well that is impossible to fix as of now to put it simply.
    That would create a lot of lag but I guess it could disappear after a short time. All the other ones i would recommend
     
  3. megapixle

    megapixle
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    As a software developer, whenever a client asks me, "Is it possible for the program/website to do XYZ...." my answer is always yes--given enough time and resources I can make the program do anything you can dream of. So in this case, I wouldn't say it's impossible; it's simply a matter of prioritization. I imagine eventually it will move high enough up on the priority list that it will be solved.
     
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  4. Dealercrash

    Dealercrash
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    Well I am not a developer but I know that if you try to jbeam the interior, the game will lag because there is so many nodes and jbeams I guess that the lag could be reduced over time. Also the game engine would fail but it could be improved. And to make a game engine that powerful most people would lag even if they had a 750$ PC which is what most people have.
     
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  5. crazikyle

    crazikyle
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    Pretty much everything you said has been suggested before. Problem is engine limits, gfx and physics limiting what you can do with particle effects/deform able objects.
     
  6. Sparks4

    Sparks4
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    I'm just going to say this. The game is still in "alpha" stage, later on these things that you suggested are probably going to be in the game when it's finished. And I have a mid range pc. I got a gtx 970 and a Intel 2500k clocked to 3.30ghz and I can run the game fine at 60 fps with 2-3 cars.

    Beamg will be better optimized later on. They're just adding the important stuff first then they'll get around to this. But yeah, I agree with everything you said. I'd like to see it in the game too.
     
  7. randomshortguy

    randomshortguy
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    1. Totally agree; though it's not the tires at fault, it's the groundmodel. I used to have a modded groundmodel.lua that had grass with a "depth" of a few centimeters, it was so much better. With it, cars would flip easily at high speeds on grass and would be fairly sunk into the soft terrain
    2. Totally agree. Mesh breaking should really be disabled for the most part as it looks terrible on an otherwise physically correct ripped tire
    3. Totally agree. More particles would really add to the carnage, though the particles really slow the game down already so it's a while coming.
    4. Totally agree. Earlier alpha builds used to have much more debris particles. I don't know what happened, but it has been reduced significantly. Take a look at the first pre-alpha live streams to see what I mean.
    5. Totally agree. Floaty clouds of dust shot out from the wheels when on a dirt road is far from realistic.
    6. Totally agree. Again, particles are really slow though, so I'd be hesitant in increasing particle quality
    7. Totally agree. Scratches and dirt would hugely contribute to the realism, simple as that. But that need a dynamic decal system for the cars, which is a large feature to implement.
    8. Totally agree, though someone else beat you to it: http://www.beamng.com/threads/seats-clipping-fix.26747/
    9. Ehh, not terribly important to me.
    10. Play some scenarios. Most of them have pylons and hay bales which are intractable and destructible.

    TL;DR totally agree
     
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