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https://www.youtube.com/watch?v=BVQ5iZQTQJI
https://www.youtube.com/watch?v=auJbhvYQqtc
What driving games proposed all these years was an idea of a car that is represented as a rigid block. In BeamNG that doesn't happen. We simulate a car in all its part, along with their material properties.
Wobbly can be excessive sometimes, but we are always working on improving our vehicles.
Also, why exhaust shouldn't detach?
On one end is attach to the engine manifolds (? - Not car expert), on the other side is attached to the car rear end, usually with a hook, along with a few attach points on the center.
Personally happened to me to have that to detach from the rear end for quite stupid things (like taking a bump), so I don't see how it's not realistic for a such part to not come off in a serious crash.
If you are still in the idea that it detaches too easily, please provide information and data about your point.
Exaggerated in this game though. They vibrate some but they're not made of jelly, come on...
Watch the Steam trailer. The entire exhaust pipe falls off in at least 2 crashes, all the way from the engine to the rear.
The game makes no attempt to exaggerate panel vibration. However, there are some cases where excess vibration does occur, unfortunately.
Getting rid of all the exaggerated vibration would be possible, but not if we aim to make the game playable in realtime even on 'non-nasa-pc'.
We would have to drastically improve the complexity of vehicles and introduce a more complex collision system, which would probably be too heavy to run in realtile on the current generation of CPUs.
We have gone for a compromise between complexity and playability.
As I said before, wobbling can be excessive in some cases, as I've experienced myself multiple times, but we have to work within certain limits not set by us.
I know, I've recorded those scenes. The way it detaches isn't too far from realism, it's the way it flies away that probably is off. But we can't help it unless we have a much more precise collision system, which, as explained eariler, would be a tremendous hit for current gen CPUs.
Basically. Plus not all cars are made of the same cheap-o aluminum alloy.
Things just seem to wobble a lot when not colliding with anything. I guess you need to determine the substances of each object and how they react to collisions, or how flexible they are, at what point do they break or shatter.
Solid iron reacts differently to fiberglass, which reacts differently to plastic, glass and rubber. A carbon fiber bonnet would react differently to a steel bonnet. A fibreglass bodykit might smash or shatter instead of wobbling, unless it is hanging on by a little piece such as a front spoiler which is broken on one side - it would bounce.
Tagging a few objects as stronger or less flexible regarding lower forces would be less of a hit on the CPU as deformation for these objects would only need to be calculated when larger forces are in play.
As other posters mentioned, every single object seems to be made out of a cross between jello and thin sheets of aluminium, so perhaps there is just some variety needed in materials.
Even the solid base/chassis of the truck cab seems to ripple tremendously upon impact.
No offence meant. The game looks great. These are just my observations from the trailer.