The online racing simulator
Damage model
(9 posts, started )
Damage model
I suggest that until all the car parts like a clutch, transmission box, ect. don't have their damage models (or how to call it) done, there should be at least some simple overall damage model aside from the visual one. The most simple I can think of right now is that the a car would be said to be KO, if some noticable damage would have been taken.. like in % or parts - depending on location of the part in the car, and on the location of the damage taken. It just sucks in such realistic simulation to have cars hitting the walls in 200 kmph and then drifting away.
I think devs are future do this... Maybe too much coding
would be cool if parts could come off
#4 - VH96
Would've been quite nice if the bumpers could fall off.
Damage to engine/radiator/wheel would be a good start, now you can crash @ 200 km/h, and still have a startable/drivable car
Quote from racer autov8 :I think devs are future do this... Maybe too much coding

Scawen has mentioned that the damage modell will be improved in the future. By that means better susbension modell, parts falls off, engine damage and so on.

Soon (TMish)
For those interested, my general outline of engine damage model in collision is available in this thread.

Quote from racer autov8 :I think devs are future do this... Maybe too much coding

It can be a bit more time consuming than coding open track config and wasting time for searching/fixing holes of optimization in track surface. And other less necessary things...
Scawen just have some other priorities in last time.
Instead of bumping that old thread I reply here.
A lot of interesting ideas and possibilities, and I do hope some of them manage to sneak into LFS at one time in the future.

About the priorities I kind of agree aswell
At the top priority is making LFS act like Microsoft Word.

Damage model
(9 posts, started )
FGED GREDG RDFGDR GSFDG