You know what i’d think is cool? And also something that almost no one makes a mod on or even talks about? Damage… and not the type that you think. Not like scratches or paint damage or even better deformation. I mean stuff like extra parts. And no! Not just engine parts! When you crash, parts of the car break into smaller pieces like irl! Making small pieces of metal, plastic or even glass! So it’d be called the “better damage mod.” And it’d have better deformation, leakage, stuff like lights or radiator breaking into smaller pieces chunks or sections (yes, even the engine bay) and for cars it’d make the engine bay into actual parts that you can control in edit slots while configuring the car! And it’d also include scratches and paint damage and probably also visible parts getting dented, split, compressed, or even straight up cracked or detached. Let me know your opinions! I know most of this is just yapping, but this is a genuine idea other than scratches and paint damage and deformation, I think breaking parts is cool to add realism. I don’t know anything about modding so let me know what you think!
I agree, but it would be quite laggy as another person stated. The best option for that likely would probably be maybe a less-laggy alternitive that mimics that, but creates less lag. Such as when a J-Beam is a bit too deformed, it kinda looks like chunks are missing. Maybe that could be a more common thing with the windshield and plastic j-beams. --- Post updated --- Well by that I mean like... happens more easily with weaker materials. Also, maybe there could be a new particle system that gives the particles a gravity script and makes them also stay on the ground for a longer period (could be enabled or disabled in settings)
that'd be extremely cool, someone should take notes and make a mod! I personally can't since I suck utter buttcheeks at modding. So maybe someone else should do it.
Realistic Damage in BeamNG would be something cool and awesome, but I agree with what @Christian S. and @PonkerDonker said, will cause lag.
Although it's a neat idea on paper, I feel like it'd be best to ask how this would all work instead of only saying it's a cool idea. BeamNG is the type of team to not try to fake things like other games might, so the how on this working inside of the simulation is something I'm unable to wrap my head around. I couldn't imagine the team for example, just making more small chunks fly off the car as a particle emitter with collisions or maybe, deleting different vertices and faces off of a mesh if it goes through too much of a particular force (although this technically already could happen in a buggy fashion.)
There are ways that BeamNG could feasibly handle scratches/small dents and fluid leaking visuals, but jbeam is only particularly well-suited to structures that deform, not fracture. The dream of having windows that can break into ~20 pieces isn't realistic when the lightest rigid structures that BeamNG can create are in the neighborhood of a few pounds, to say nothing of the cost to performance or dev time.