Okay, this is my second post here. Please don't any forum nazi inform me to do a search! I hate that. Everyone has the right to express their opinion, even if it has been expressed before! In fact, it's probably a good way for the developers to assess the most popular and most talked about features & requests.
The damage modelling:
1 - I really like what I see so far! I think it's so annoying in other games when whole panels just fly off the car. When do you ever see that in real life, barring the very rare case where a car does multiple high-speed flips? Almost never. It looks so stupid and unrealistic. So glad that LFS is not doing that.
2 - So far, my primary criticism is that it's just not severe enough. It's good, but more of the same aesthetics-wise, and much more physics wise. Needless to say, it's unrealistic to be able to ram a car at 100+km/ph straight into a wall and still drive it around with little trouble. And the aesthetic damage (as cool and realistic as it does look) resembles a 30km/ph fender-bender.
3 - Suggestions: i) Most importantly make it much easier for the car's physics to be damaged, as well as making the aesthetic damage more severe; ii) Chipped paint; iii) paint scratched off where graphic vectors are bent/distorted, iv) bent axles, wheels, tyres coming off the rims, v) more smoke & debris vi) shattered glass (would be ultra cool).
4 - I also understand that LFS is about racing, not crashing. Some will say there's much more important things to worry about... and to be honest, there probably is! It's just the first thing that popped into my head. But anyway, the damage model I think really adds to the immersion and realism of a driving game. Even if you rarely actually crash, knowing the potential of what your car could end up looking like just makes the game that much more cool and immersive. And be honest, who doesn't like seeing a big smash every now and then?
My 2c. Thanks for reading.
The damage modelling:
1 - I really like what I see so far! I think it's so annoying in other games when whole panels just fly off the car. When do you ever see that in real life, barring the very rare case where a car does multiple high-speed flips? Almost never. It looks so stupid and unrealistic. So glad that LFS is not doing that.
2 - So far, my primary criticism is that it's just not severe enough. It's good, but more of the same aesthetics-wise, and much more physics wise. Needless to say, it's unrealistic to be able to ram a car at 100+km/ph straight into a wall and still drive it around with little trouble. And the aesthetic damage (as cool and realistic as it does look) resembles a 30km/ph fender-bender.
3 - Suggestions: i) Most importantly make it much easier for the car's physics to be damaged, as well as making the aesthetic damage more severe; ii) Chipped paint; iii) paint scratched off where graphic vectors are bent/distorted, iv) bent axles, wheels, tyres coming off the rims, v) more smoke & debris vi) shattered glass (would be ultra cool).
4 - I also understand that LFS is about racing, not crashing. Some will say there's much more important things to worry about... and to be honest, there probably is! It's just the first thing that popped into my head. But anyway, the damage model I think really adds to the immersion and realism of a driving game. Even if you rarely actually crash, knowing the potential of what your car could end up looking like just makes the game that much more cool and immersive. And be honest, who doesn't like seeing a big smash every now and then?
My 2c. Thanks for reading.