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This is the discussion thread for a recent post on GTPlanet:
This article was published by Michael Leary (@Terronium-12) on August 10th, 2019 in the iRacing category.
No consideration on how manufacturer contracts restrict much of the realism?All this "excitement" should just reminds us how far crash realism lags behind other parts of today's racing games.
The damage model looks to be one of the best out there. I can't wait for them to release it.
I've been going through withdrawals from not being able to race for over a month. Broke my arm and had to have surgery. Watching this video makes me want to get back even more. Hopefully I recover in a month or so.
Fixed for youNow when Max Verstappen will crash us out of the race we no longer have to be sad because we would be rewarded with some cool action....
Totally right... I know for example that GT didnt had a damage model cause some manufacturers wanted to see thei cars destroyed in driving games... They think is bad advertising for them to see their cars damaged so they restrict that to get their license...No consideration on how manufacturer contracts restrict much of the realism?
Totally right... I know for example that GT didnt had a damage model cause some manufacturers wanted to see thei cars destroyed in driving games... They think is bad advertising for them to see their cars damaged so they restrict that to get their license...
Maybe iRacing had a different agreement for that... probably to pay that agreement players will have to pay an extra subscription for the new damage model (200$ per year instead 150$ ? )
Seven years after BeamNG posted a more convincing tech video of their advanced damage model, since then used in BeamNG.drive, i'm far to be amazed. All this "excitement" should just reminds us how far crash realism lags behind other parts of today's racing games.
Seven years after BeamNG posted a more convincing tech video of their advanced damage model, since then used in BeamNG.drive, i'm far to be amazed. All this "excitement" should just reminds us how far crash realism lags behind other parts of today's racing games.
This is great and all (and I've played my fair share of Rigs of Rods, where the tech for this "originated" around 2005), but it still wasn't a massive step up from the physics engines of the '90s in many ways. I'm immediately thinking of Carmageddon 2, or perhaps any Papyrus title post 1997. Of course, Dave Kaemmer of Papyrus now heads up iRacing, soo...
Maybe the real issue is the difficulty of combining that level of complexity with an authentic sim racing experience?
Relatively new to iracing, I've see a couple crazy crashes in the ferrari gt3 rolling starts this will make them even more spectacular
Sorry to hear about your injury dawg i'm sure you'll come back stronger.
I sure miss Carmageddon 2. Endless replayability.Carmageddon 2 definitely had a great damage engine, but the cars were really basic
Of course they were, it was 1998! It still works on higher poly models today. The deformation itself is all done in software (CPU), physically "simulated" in a similar way to the "realistic" BeamNG approach, just with far fewer vertices (elements) because of the much (much) lower computing power available when launched. The overall simulation environment was surprisingly detailed, like a proper physics sandbox, and the vehicle dynamics options were as comprehensive as a sim (great for mods back in the day), but obviously it was all tuned for "entertainment" purposes......
Carmageddon 2 definitely had a great damage engine, but the cars were really basic
No consideration on how manufacturer contracts restrict much of the realism?
The why is out of scope of my message since i was commenting the usage of the article title promise that i'll be amazedyou also have to remember that BeamNG is simulating 2-5 cars at the most, iRacing is doing up to 40 cars or more. we dont have the computing power to simulator j-beam damage modeling with 40+ other cars. especially if there is a crash, it would destroy the video cards
Speaking of late 90's, the most extreme damage system i saw then is 1998 Dodge Licence based PC game "Viper Racing": Each impact on the car is deforming it a bit more depending of direction and force of impact. There's a kind of debug metal ball mode (hidden? i played on a preview build) mode were you can shoot cars with heavy balls in front of you and test the deformation system. You can still drive heavily deformed cars.This is great and all (and I've played my fair share of Rigs of Rods, where the tech for this "originated" around 2005), but it still wasn't a massive step up from the physics engines of the '90s in many ways. I'm immediately thinking of Carmageddon 2, or perhaps any Papyrus title post 1997. Of course, Dave Kaemmer of Papyrus now heads up iRacing, soo...
I would definitely save every replay for the first few weeks, maybe month
Thanks Monkey. I just tried to do things that I am too old to be doing . Hate getting old. They put a plate and 10 screws in. So, apparently it was pretty bad. My wife wanted to kill me . But, I will recover and hopefully will get back to at least 80-90%.