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Rec.Autos.Simulators Archive

Modelling car damage

1 post by 1 person · 12 Oct 2002 13:43 UTC - 12 Oct 2002 13:43 UTC

Aaron Liebling 12 Oct 2002 13:43 UTC#94522
I've been working on a game involving vehicular combat (mainly cars - think Car Wars or I76) and I am ready to start thinking about damage models and how weapons/collisions should effect trhe vehicles. I'm interested both from a realistic stand point and from a gameplay enhancing standpoint. It should be noted that "realistic" in this case means armored cars using advanced plastic alloy armor and composites for everything from windshields to tires...so the important thing is to be internally consistent, not realistic in terms of modern day technology. From a car's physics/handling standpoint, what are the effects of a tire going flat, suddenly running on a rim, etc...? What about suspension damage (I'm presuming mainly bent/tweaked). Also, what about wheels losing alignment? Does this happen often? As for engines and transmissions, what is the most likely effect of damage to an engine (assuming anything from leaking a bit of oil to losing all it's oil, to having a good chunk taken out of it)? Any suggestions from the physics experts out there on how to model the effects on a tire when the body is bent around to contact it? As for the more theoretical design, I'm still up in the air about how to implement armor. Wheels/tires will definitely be separate damagable components as will most equipment/components in the car (again, think car wars for those who have played it). I'm not that thrilled with simply having "armor values" for each side, though. I'd like something more representative of how armor and projectiles/collisions/explosions interact. For example, it is quite possible for a projectile to go through armor while leaving the armor largely intact. any thoughts on how to implement this while still having the game be fun? I could go for the old "critical hit" chance, but that doesn't thrill me. I have no problem with calculating the impact force based on projectile weight/speed/angle of impact (and the similar characteristics for collisions and explosions). The question would be how this impact (which I'm already modelling for physics purposes) can be translated in to damage. Any other thoughts on the whole process? I know this is all sort of vague, but it's an area I don't know much about (neither from a real world physics pov nor from a game design pov). All help is appreciated! Aaron

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