[quote=“Coolthulhu, post:26, topic:8465”]If someone were to make a good guide on how do damaged parts affect driving in simple terms, I might add some of that.
For example, damaged quarterpanel increasing air drag - but how much?
The damaged frame affecting driving direction could also work. But then - would that be variable with time? Would the same frame always turn slightly left? Should that cause problems while driving straight or only when turning?
How does “responsiveness” affect a vehicle in video game mechanics term? Affect the cost of turning? Worse acceleration/deceleration (without affecting top speed much)?[/quote]
Well, I will try to throw something together before I head to work, but be warned, I’m not really firing on all cylinders till noon.
Damaged quarterpanel-green to yellow: No noticeable effect. Red-Dark red:Small effect, mattering more for lighter cars. Simple way to script it: IF (Red damaged quarterpanels)=1/3 total mass of car, decrease top speed by .1 mph per panel. I personally think this is kinda silly because what you tend to find is damaged quaterpanels don’t matter in real life, unless you’re driving a smart car and the front end is somehow squished flat without killing you, the effect is negligible. Now, if CDDA had aircraft, that would be a completely different story. In real life, it isn’t so much the damaged quarterpanel as it is the other stuff it was smashed into when it was damaged. Bent fender? No big deal. It’s bent into the fenderwell and now you can’t turn? Big deal.
This is quarterpanel damage that will effect the operation of the vehicle.
Damaged frame is completely different story. A bent frame will generally cause wheels to become misalligned, which leads to uneven tire wear and usually “drift” or “guiding” from the vehicle, IE it pulling 5 degrees to the right constantly, with no operator input. This is a constant effect that will only become more pronounced with speed, not turning.
This is a bent frame from the front perspsective. Notice how one side sits about five inches shorter than the other?
One easy-ish thing to break in impacts is the drive shaft, to super simplify it it’s a rod that transfers the power from the engine to the axles.
Broken drive shaft:
But trying to make a custom dive shaft for a deathmobile base would be hell, and the longer they are the less it takes to snap them. They are absolutely a unique to each drive-train item. Probably want to leave those out unless we’re going full sim.
One thing that I have noticed is as long as the wheel can support the vehicle you can have any size/type of tire installed on your car. You can have a 55’ in roller drum on the same axle as a 13’ small wheel. Not sure how to make it fun but realistic however. I mean, Realistically you could have a set of 23’ armored wheels on the front and a set of 13’ small wheels on the back, just don’t go on any hills. The main determining factor in real life is all cars have fender wells, so if you install oversize tires without lifting the the frame or body (Two very different styles of lift) away from the axles, you won’t be able to turn, or might not even be able to get the tire under the fender well.
I could go on, but I’ve gotta go earn my paycheck. Should be back in about 9 hours.