# I don't even know how to explain this guys...

Discussion in 'General Discussion' started by Minibull, Apr 14, 2013.

1. ### MinibullMember

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What the eff just happened??!! XD

Cold tyres round Sepang, and had this happen to me on what I think was 0% damage. Maybe not judging by this vid XD
Needless to say the car wouldn't move...

Also snapped a couple of cockpit pics...I could tell something was wrong immediatly...lol

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2. ### jpdesignsRegistered

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Idk but that's hilarious! haha

3. ### lbirdRegistered

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Thats the special "narrow track" setup. Nothing to worry about

4. ### PRC SteveRegistered

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Its a special suspension in development, for when you get knocked on your roof you can carry on lol

5. ### williang83Registered

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Well technically there is an explanation. First of all in game simulators all vehicles are treated as a whole solid which is not realistic (a car that hit a wall at 100 kmh do not carry the energy to the whole car just like frontal crash of 2 cars at 100 kmh is not equal to a collision at 200 kmh but it would be similar to a crash at 100 kmh for each, that's why because forces are absorbed by moving and flexing parts). That said what happen here is that the average in game algorithm works like this : 1 detect the "collision vector", calculate an "exit vector" and reduce the outer speed according to some parameters that might be one or more according development decision.
Since rfactor does not simulate any real collision physics (real force absorption and real cars "destruction/deformation"), we have here a solid that finds its carrying speed drastically reduced by a factor (even if there are many decision parameters it all comes to a final value) and with its direction vector changed by an amount of angle(which depended on 2 surfaces that are colliding) and direction .
For last we must remind that this is still in beta and since collisions algorithm are generalized and not specific, an update might drastically change everything.
Obviously the ideal word would be the one where inside those 3d models we have real moving and flexing parts that are calculated during impacts but it would require too much calculation for our computers, so even a simplified version of deformation/brakepoint (with maximum flexing range where above it the parts might brake apart) where are taking in consideration during collision would be a life change (keep in consideration that this might require more efforts from modders when modeling vehicles).

For last i would add that maybe rfactor 2 are meant to be done like the example above but since it is still in beta we still don't have a final result.

Last edited by a moderator: Apr 14, 2013
6. ### frankwerRegistered

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U transformed a Formula car to an inverted dune buggy.

7. ### tjcMember

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Yeh, I`ve had this happen to me too... same track, coming out of the same corner...

It was a

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9. ### vittorioRegistered

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seems you suspension is slightly bent

10. ### Dennis LindMember

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Why didn't you just drive on!

I had it happen once, I wasn't as good as you though I only managed to get one wheel up like that.

11. ### gabriel666Registered

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Yeah, just a little hahahh

12. ### Hedlund_90Registered

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These two cars should meet. Then they could do a high five.

13. ### tjcMember

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Here`s my one...

14. ### gabriel666Registered

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It was a practice with invulnerability and was ON, it might be that, I share an edited video just for fun.

Last edited by a moderator: Apr 14, 2013
15. ### BangerRegistered

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speed kills, drive more slowly,

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17. ### BangerRegistered

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thank the crane move

18. ### RonnieRegistered

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Speed ​​does not kill, only the sudden stop.

19. ### kotakotakotaRegistered

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Look at those dance moves... XD

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