I'm not a gaming programmer by any means but I'm interested to know what causes these arcade style crashes. Would rf2 be a better sim without them?
i would say it's the collision and damage model. in reality, when you crash most of your energy gets dissipated in the deformation of your car and of the armco / haybales / whatever. but since there is nothing deforming here, the energy can't get dissipated. Just my guess of course i haven't programmed RF2s physics.
You're more less right. Apart from energy there is also a matter of being finite. In reality everything progresses continuously, but in simulation world progresses in steps. This can lead to many awkward situations, especially if there are multiple objects involved in collisions or they have complex shapes. For example - thin objects traveling fast, may just pass right through each other 9 times out of 10 You may of course implement certain mechanisms (like extruding object's shape in travel direction), but the more complex your code gets, the more errors it may have and the slower it will perform. And collision detection is costly as it is.
nobody knows the initial conditions, so there is no need to discuss this, but in simulation you are able to do extreme things, that you will never do in reality Have you ever heard of quantum?
Nice to see some firm evidence that rF2 actually IS the new GPL (if only we could get some stick-throwing-skills for the cars as well)
Yeh... Good old Gpl. I`ve had the "hand of god" experiences too lol... nearly made it to Mars a couple of times myself
There were some improvements to this in the last build, collision detection is one of those important things which hasn't got that much attention yet.