The online racing simulator
More unforgiving collisions
(11 posts, started )
As you are on post 6,666, I recommend you stop posting IMMEDIATELY Razz

This has been brought up a nice few times, and it was said that it's for S2 Final/S3 Schwitz
#2 - Zyrez
Agree niko. One of the bigger problems we have on the cruise servers is that people doesnt care about their car. I mean, you dont drive down a hillroad with 200 km/h in real life, because it would get you killed. In lfs you just pit and start over.. but then to your point.. if the car was really just CRASHED that would be a good solution, and people would care as it would get annoying having to pit all the time. When you go those 200 km/h and crash, its not even sure you have to pit.. if your a bit lucky the car will acutally be just fine after a 200 km/h crash. I would really like to see people care about their car so im with you Smile
Quote from LFSn00b :Right now, i think that LFS's collisions are not as unforgiving as real life.

For example, i can go 300 with BF1 into a wall and drive after that.
In real life, you would be probably dead.

So i am asking if devs could do the crashes a bit more "damaging" than it is now. I know that devs are not going to do this, and i guess it is not like just changing a string in the program but i hope someone is with me.

Your right the damage model in lfs isn't the best there is, but if you drive a bf1 car with 300 against the wall the chances are pretty big you survive actually. Changing the damage model isn't as easy as it sounds I think. I'm not a programmer but I think you need to change the entire body kit etc.. Shrug

Safety standards are very high for a bf1 car Thumbs up
So you have over 6600 posts and still manage to make one of the most obvious and repeated ("better damage model") improvement suggestions? Uh-hu
Niko I strongly agree with you. I know it has been said many times but however hard it is to do I sincerely hope that the damage model in LFS is given a complete overhaul. It would totally change the way people approach driving in the game and hopefully players would be more cautious as they would be in real life. It would be a dream to have parts breaking off the cars, debris on the track that needs to be avoided or else you get a puncture, and then have the loss of weight effect the handling of the car. Engine damage from collisions I think is a very important thing to have aswell. I'm sure it would mean a lot of time and effort for the devs to do, but with that said I don't see s3 final coming out anytime soon .. so you never know ! Uhmm
Yes I am aware of what you meant and like I said, I strongly agree. Just started to think of other things that would make LFS even more amazing .. probably got a bit carried away, sorry Razz
#7 - Woz
There is a simple solution.

1) Have a bound box inside the car that is the vitals space (Engine etc). If any bodywork crosses into the vitals box you have a dead car.

2) If any of the bodywork is crushed into the tyre space puncture or add big heat buildup to cause puncture
Quote from LFSn00b :Yes but i was not talking about improved damaged yet - only about more unforgiving damage, like compared here:

Sorry, you're still only talking about an improved damage model. The problem is that there simply IS NO DAMAGE modeled yet for many things that desperately need damage. Bodywork is just visual damage, tyres can only break through overusing, suspensions only bend but not break and the engine can only suffer from overrevving, but still runs fine when it's crushed into a 5x5 cm block.

I doubt there is anyone in this forum who would disagree with this improvement suggestion. Sadly it is one that Scawen knows about himself 100% and additionally it's one that can be filed to the 49.5% of other repeat suggestions found in this useless subsection (49.5% repeats, 49.5% stupid, 1% good).
Quote from Woz :There is a simple solution.

1) Have a bound box inside the car that is the vitals space (Engine etc). If any bodywork crosses into the vitals box you have a dead car.

2) If any of the bodywork is crushed into the tyre space puncture or add big heat buildup to cause puncture

Another option I've suggested is to watch for spiking g-forces. If you are going 60 mph and hit a wall it should register as a huge spike in g-force (or, perhaps because of the way LFS models it, it may register as a sudden drop to zero g). I would think that it should be relatively straight forward to code in something that says "if g-force > X then engine == dead". This wouldn't take care of people who smash the front of their cars into the person ahead, but it would prevent people from driving off after smashing into the wall on South City.
Well even if there was a better damage model, people would still not take car of their car, only because of the instant pit ability.

With a better damage system + an impossibility of repairing instantly, then the drivers will be more cautious (especially in lap 1/turn 1 in races) as they would drive slowly in order to prevent unwated effects AND to be ready to dodge other people when in traffic.

For now, what could be done is the suggestion by Woz. Each time an object (body part or road after a jump or cone, etc), touches the engine "cube" (or tranny cube or whatever), they get a bit of damage to add up to a kind of damage gauge (the more filled the gauge is the less performant the engine or the transmission is), up to a certain extent. If a car gets his gauge full, then his car is undrivable and you get a global yellow flag for the track untill a certain amount of time, then the car autopits and the driver is not able to rejoin anymore untill the raced is finished.

So, with this, people will drive with more care, the number of accident and collision will reduce, and every body will enjoy a better driving experience Thumbs up
Quote from Zen321 :Well even if there was a better damage model, people would still not take car of their car, only because of the instant pit ability.

That can already be solved by turning off mid-race join and car reset (which is already off by default).

More unforgiving collisions
(11 posts, started )
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