Imagine a city of destroyable buildings, then imagine a nuke hitting it. The simultaneous physics all happening at once would bring most PCs to their knees, but maybe it could be filmed in slo mo… Could the Phoulkon missiles be converted to nuclear just by cranking up the explosive force, force range, and fireball size? Hmmm… --- Post updated --- I’m going to grab a copy and check out its construction and see about existing weaponry. Maybe I can adapt the Phoulkon turret to its hull. Prowl underwater then surface to launch missiles. Could be interesting.
I bet that would absolutely murder my PC. Either that or I'd get negative FPS lol. This is insanity, and I love it! Maybe a nuclear bomb-dropping B25 is next...
How fast is the B25? We might need a parachute to slow the drop, or drop from a very high altitude to allow the bomber time to escape, but it could probably be done. The destroyable buildings would also have to be extremely simple to save some computational resources for the detonation. Destroyable buildings would be nice to have anyway, kinda like the CrashHard shed, except on a larger scale. We could have highly detailed versions if only one or two buildings are spawned, and low detail versions if we’re planning on destroying an entire city.
Theoretically you could use the toggle hardpoint mod (the one they use for tow trucks so that the car can detach from the hook) and attach such a weapon to the underside of a Me-262 which should be more than capable of outrunning it, and just use the SToL version so that it doesn't scrape along the runway
I'll do ya' one better: I could make a proper weapons loadout with a new bomb rack to hold the nuclear bomb. So, the available choices would be rockets, missiles, 2 small bombs, or 1 BIG bomb. The nuke could be set for either a ground burst or an air burst. The air burst might not give any real destructive advantage unless the force simulation is complex enough to allow a mach stem to form. However, it would still be doable just in case the physics do reach that level of complexity in the future. That would be cool. This bomb is going to totally crash people's games. Still, being able to drop multiple bombs from a B25 would be very cool. I think the bomb's fins could be constructed to adjust themselves to provide the drag required for whatever mission is at-hand.
Air burst could definitely work with editing the radius of the explosion, however the weapon itself would have to be adjusted heavily in order for actual proper usage in game, not for engine limitations, but simply because a nuclear weapon built to 1:1 scale would essentially swallow an entire map in mere milliseconds, cover an area larger than BeamNG has probably ever loaded, and would have an explosive force measurable from MILES away. Tactical nuclear weapons, however, would be easily simulated at scale in game, allowing for a smaller detonation, but one much more usable on maps. Don't get me wrong, it would still completely cover maps, just less so covering area that isn't the map itself. If you where to make a nuclear weapon to the scale of real life nuclear weapons, you would need to fly about 20km in the air at speeds of approx. 800kph and a bomb with a drag coefficient high enough to greatly reduce its acceleration and terminal velocity such that it falls with a parachute in order to even have a chance at escaping the blast radius Although of course the easiest option would be to simply attach thrusters onto the bomb and instead make a missile Nonetheless I can't wait to see how this turns out
Oh, definitely, it would have to be something more "tactical" than "strategic". I think my first attempt at a nuclear weapon might be a simple conversion of an existing weapon, just so I won't have to build a model. Phoulkon missiles and ME262 missiles & bombs would probably be the first conversions that I would try. A good first test might be a bunch of cars strewn about at various distances from ground zero on the empty grid map.
Yeah, working your way from there for sure, also probably modifying the fire pattern from the explosion so its less 'big ball of fire' and more 'big column of fire'
Yeah, and the particle type seems to have an effect on its lifetime. Maybe there's a way to create custom particle types, or a way of tuning more of the parameters of existing particle types. That mushroom would have to hang around a while. Also, manipulating the wind would be a thing. I wonder if the wind can only go in a single direction, or if it can blast away from a single point in a spherical shape, then blast back in. The shockwave from a nuke would also need some kind of delay. I think the explosions from existing missiles and bombs instantaneously effect all nodes within range, with a drop-off in force at greater distances. Those explosions are small enough for that to work. A nuke shockwave would cover enough distance that the shockwave would have some time to travel. The shockwave along the ground could be visualized by stirring up dust as it passes. A dial-a-yield design would be cool, something in the very low kiloton range. There would be a slider in the Tuning menu to select the yield, which would affect the size of all visual effects and also the force of the blast. Maybe some "radiation effects" could be introduced that affect the reliability of machines operated in the fallout area.
Like the t-shirt worn by Frost in “Aliens” reads: “Peace through superior firepower.” A BeamNG.nuke would only be a “deterrent”. We’d probably never actually use it. Oh, wait, it’s BeamNG. Yeah, we’d use it.
For the wind, it covers the entire map as far as i am aware, however, that doesnt mean a shockwave is impossible Rivers with water flow can push vehicles using a map element that allocates a force pushing in the direction of current flow in a specified area, if you could somehow cause the explosion of the nuke to spawn these around the nuke itself in a radial pattern, it would indeed give a shockwave affect With spawning these in, not only could a time delay in spawning be applied, but also when different distances experience the shockwave can be edited too, so the inner radius experiences the shockwave earlier than the outer radius
We do have a forcefield function that seems similar to a blast. If it were weakened, went further, and was applied to the nuke, I think it would work well as a shockwave.
It depends if the forcefield maintains its separation from other vehicles by calculating and applying a force to set nodes, or through simply acting as a solid object around the vehicle that does not deform and has an infinite mass, meaning the momentum of the forcefield would be unstoppable compared to other vehicles
I was also thinking about the new forcefield and wondering if whatever it's doing can be harnessed for detonation effects. A nuke is going to require some consideration of different force sources and lots of experimentation. We might find a couple of different ways to implement an effect and discover that one method may be more efficient than another. This is going to take some time.
We'll tackle the effects one-at-a-time, both physical effects and visual. The following might be a good order to tackle them in: A spherically-expanding shock wave would more realistically take into account the travel time of the blast over a large volume. This is the meat of what we want. A possible side-effect might be that the physics engine won't have to deal with the explosion hitting every object in the blast volume simultaneously. Maybe we'll wreck fewer people's games. A long-lasting mushroom cloud roiling upward might be possible with a particle generator moving upward, generating particles for as long as we want the mushroom to last. Also a string of generators in a column to maintain the stalk of the mushroom. The particle generators would start with fire, then switch to smoke later, or something like that. Visualization of the spherical shockwave can possibly be accomplished in a few ways, maybe all at the same time. The blast could stir up dust as it passes. Maybe we could spawn a nearly-transparent sphere with a refractive surface that bends the light a little bit, hinting at an air density change. The blast wave might carry wreckage and debris with it. If a blinding flash could be created, something that whites-out the camera for a few seconds, that could conceal any imperfections we encounter with mushroom generation early in the process, and it would be an attention getter. We'll start with these goals, then add more effects if we think we need them and if spare computational resources are available. We can remove effects that don't work well or eat too much CPU time. Perhaps the Phoulkon missiles should be the first that we convert to nuclear. I'd like to try to adapt a turret to a submarine and see how that works out.