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Discussion of how cars should react to each other

Posted: Sun Feb 28, 2016 1:16 am
by AsssMaster3000
A high powered tank comes hurtling out of a tunnel, full speed, and collides with the same type of car while stationary. What shoud happen?

Does the driving car power through?
Does the driving car bounce off and fly into the sky?
Does the stationary car get pushed away?
Does the driving car stop?
Do the drivers exchange insurance details after?

Let's talk about how the cars should intereact with each other. Current physics are really wonky, and some chat could help the devs out

Re: Discussion of how cars should react to each other

Posted: Sun Feb 28, 2016 11:28 am
by potterman28wxcv
+1 for drivers exchange insurance details

Re: Discussion of how cars should react to each other

Posted: Sun Feb 28, 2016 2:50 pm
by Queadah
lulz
GRIP, the insurance-mongering simulator

Re: Discussion of how cars should react to each other

Posted: Sun Feb 28, 2016 2:54 pm
by Demigan
Aside from the insurance details, I would say that the faster you go, the more effect you have on your enemy and the less effect it has on you. That's not exactly realism, but I do think it's good game mechanics that would fit in Grips racing game. Sure even when you go max speed and hit a non-moving enemy you should definitely feel it to ensure that ramming players that were hit is not always desired unless you want to really mess with them.

Re: Discussion of how cars should react to each other

Posted: Sun Feb 28, 2016 5:44 pm
by Roq
It will be interesting to see how this plays out once the tank class hits the game. I'm hoping that one of the advantages of the tank is that it's harder to force aside or shunt off the track, and conversely, I hope it can just ram it's way through lighter cars (at the expense of speed and acceleration).

Speed should still play a part though - a lighter car with more momentum should still have a decent effect on any other car if they are moving slower relative to said car - everything subject to natural laws of velocity and angular momentum vs friction/gravity of course. More of that fun physx stuff I guess. Saying that, maybe a mechanic would be nice where you can break to a full stop and take reduced impact force if you hold down your hand-break. Risk being you just blow his ass off the track with a missile ;)

Re: Discussion of how cars should react to each other

Posted: Mon Feb 29, 2016 12:29 pm
by Queadah
Demigan wrote:the faster you go, the more effect you have on your enemy and the less effect it has on you. That's not exactly realism, but I do think it's good game mechanics that would fit in Grips racing game. Sure even when you go max speed and hit a non-moving enemy you should definitely feel it to ensure that ramming players that were hit is not always desired unless you want to really mess with them.

+1, absolutely

Re: Discussion of how cars should react to each other

Posted: Mon Feb 29, 2016 1:27 pm
by Sigrid
I totally agree with what Demigan and Roq said.
But i wonder... will we be able to call a tow-truck? :mrgreen:

Re: Discussion of how cars should react to each other

Posted: Mon Feb 29, 2016 1:28 pm
by tjgcrush
Sigrid wrote:I totally agree with what Demigan and Roq said.
But i wonder... will we be able to call a tow-truck? :mrgreen:



you gotta blow that thing up there ain't no way you can tow that hulking mass of metal lol

Re: Discussion of how cars should react to each other

Posted: Mon Feb 29, 2016 3:18 pm
by Ryu Makkuro
tjgcrush wrote:
Sigrid wrote:I totally agree with what Demigan and Roq said.
But i wonder... will we be able to call a tow-truck? :mrgreen:



you gotta blow that thing up there ain't no way you can tow that hulking mass of metal lol

Well, you say that but...

Image

Re: Discussion of how cars should react to each other

Posted: Thu Mar 03, 2016 9:37 am
by yellowquiet
+2 for exchanging insurance.
Jokes aside I feel like heavier cars should have the advantage when ramming other cars. Kinda imagined being able to push stationary cars aside and continue on the same path with a little speed loss.