Crash/damage physics?

  • Thread starter MonGnoM
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I know it's not a real crash simulator, but damage and crash is an everyday thing in motorsport.

It is indeed, & needs to be represented well in any modern sim that's claiming to be "Real".
 
It should be like BeamNG!

BeamNG's soft body physics look far too wobbly imo, it looks like all the metal parts are actually made of plastic, they flex back & forth far too much.

Whereas Bugbears soft body physics look meaty & more like real metal crunching! :drool: This is what I wanna see in Gran Turismo. :D


 
VBR
[...]Bugbears soft body physics look meaty & more like real metal crunching! :drool: This is what I wanna see in Gran Turismo. :D




Just having the sound and the way the cars react to a crash from that in Gran Turismo would be an improvement already. And increasing the visual damage would be even better. At least a little bit could be doable I think.
 
Crash physics are just as big of an issue as visual damage.

The way the cars interact with eachother and the environment is totally wrong to say the least
 
Unfortunately it seems Kaz prefers GT to live in a magical world where damage doesn't exist to keep cars looking pretty.

You're never going to get damage like the above with real licensed cars anyway. Certainly not the Beam damage or Rigs Of Rods anyway, because that is all linked into how the cars are technically constructed. For PD to have damage like that every single car would have to be remade and we know that isn't going to happen.
 
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