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Rigid Body gameplay option

Discussion in 'Ideas and Suggestions' started by cheror, Dec 28, 2025 at 10:18 AM.

  1. cheror

    cheror
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    Hi everyone, to me BeamNG can be summarized in 2 strong points: crashes and kinematics

    For the cool crashes BeamNG is known for, the soft body physics are required, though it also brings some unrealistic wobbling to the vehicles. For kinematics, the soft body physics is not needed at all, the beams can be completely rigid (the forces would still go through the beams, just bypassing the elastic and plastic deformation calculation)

    My idea would be to have something like a toggle or jbeam parameter to enable/disable the soft body physics for the desired jbeam files or beams (for example chassis, frame, hydros; not tires). That would mean giving up crashes but also getting rid of the wobbling

    Hopefully it makes sense. Thanks :)
     
  2. CrashHavenBNG

    CrashHavenBNG
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    What wobbling? Cars irl wobble.
     
  3. cheror

    cheror
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    yeah of course but some things in beamNG wobble one or two orders of magnitude too much. come to my mind mainly the steer wheels on cars or the hydraulic arm of the WL40 when reaching the ends of the hydros throw

    in real life the biggest wobble you'll get is from the tires, not from the chassis. it does not help that all the mass is concentrated in a limited amount of nodes compared to real life, while the equations of the beams don't take that distribution into account (as I'm sure the devs know and that's why they add beams with zero spring just for dampening)
     
    #3 cheror, Dec 28, 2025 at 7:43 PM
    Last edited: Dec 29, 2025 at 11:59 AM
  4. CrashHavenBNG

    CrashHavenBNG
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    Vehicles do wobble at the chassis, thats why a roll cage can improve handling.
     
  5. cheror

    cheror
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    you are right once again. we could even say everything wobbles (see string theory). my point is that for some elements in BeamNG what does not look right is not if they wobble, but how much they wobble

    of course eliminating all the wobbling (of any magnitude) would take away some of the realism, but depending on how it is done and on the gameplay it might be a fair trade-off
     
  6. CrashHavenBNG

    CrashHavenBNG
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    I feel like it is a normal amount of wobble, the problem beamng has is theres not a good sense of speed. Thats why people think that BeamNGs cars oversteer a shitton, in reality they are going way faster than they think. I think this may be the case for you.
     
  7. cheror

    cheror
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    Nope, to me what i'm talking about is perfectly noticeable when the vehicles are not moving at all. But thanks for suggesting that, will take a look at it :)
     
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