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Damage Modelling

Discussion in 'ACC General Discussions' started by Thx1137, Jul 5, 2019.

  1. Thx1137

    Thx1137 Racer

    Yesterday in 1.0.5 I had a bit of cuddle with a wall. The front of the car crinkled up and as I drove along it was clear I was missing a wheel or two and probably some suspension. The bonnet also juddered up and down as though it wasn't locked down anymore. It really felt broken.

    That is the first time I've had anything like that kind of damage modelling in ACC and I have hit walls hard more than a few times over the last few weeks (some for testing, others because I suck). Awesome stuff! I assume/hope this is a new 1.0.5 thing and not that I just managed to hit it at exactly the right angle :)
     
    DiRTMark and Salvatore Amato like this.

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  3. Jeremy86

    Jeremy86 Gamer

    Nah I had the same thing happen today, I haven’t played ACC in a month probably and this kind of damage never occurred before.
     
  4. Coanda

    Coanda Alien

    It happened to me once a month or so back. I dont believe its a new feature. Maybe like you said you generated the right amount of force at the right angle.
     
  5. Did not notice any changes. If they were, they were announced.
     
    LeDude83 likes this.
  6. steevee

    steevee Racer

    this kinda of visual damage was in before 1.0.5, as I've experienced a couple of times...
     
  7. henkjansmits

    henkjansmits Racer

    Damage modelling is difficult to understand in ACC.

    The things that seem to happen in 1hr races is flat spots on tires, mainly caused by spins I think (I think this manifests itself as some degree of shaking in the cockpit when braking and bad grip). You really have to change tyres when this happens otherwise you are screwed.

    Then there is engine damage where I don't know whether it affects your speed much but it seems to cause very long repair times in the pits. I think it's caused by overrevving (in the Audi I change gear when lights flash blue) or maybe improper downshifts (frankly I have no idea).

    There is suspension damage (doesnt seem to change repair time, I have no idea whether that gets damaged and if you can notice any effect).

    Finally there is bodywork. I think this is not only collisions but also hitting curbs but not sure. I think you do notice this in the grip you have.

    Then there is flat tyre, if you go over curb hard with cold tyres (usually when track is damp and you have slicks). This is a pretty cool effect!

    Anyway I think this is worth Aris blog post if it isn't there already :)
     
    sps_for_race likes this.
  8. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Body Damage is not what I'd like to have. We know the issues, we have ideas about it, but right now there are much more important things to fix and tweak, so it has to wait.
     
    BEsnake, Micii1, swigaffu and 6 others like this.
  9. LeDude83

    LeDude83 Alien

    I totally understand that.

    But it's interesting: OP seems to be "pleased" by the current implementation of damage. He is "happy" that the car "really felt broken".
    So maybe this is an indicator that full-blown bodywork damage with bent and broken parts plus debris isn't needed. Maybe it will be a big step forwards, already, to make better use of the existing features - juddering bonnet is a good example, maybe add some broken glass and add some grinding/clonking sound gradually? Of course only if it makes sense regarding the damage taken.

    That being said - for me personally, this is of low priority. Even now it's very clear if my car in ACC is broken. It totally does the trick, already.
     
    DiRTMark likes this.
  10. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    No the broken parts is something that cannot happen, not even in the future, for various reasons.
    What the OP experienced is what it should happen always but unfortunately that's always the case. The way the damage code works, is limiting both the quality and quantity of damage, needs some overwork.
    Will get into that at some point.
     
  11. sps_for_race

    sps_for_race Simracer

    I really would like to read something about the engine damage.
    What causes it, how to prevent, impact on speed?
    Maybe using ecu map 1 all the time not a good idea f. e. ?
     
  12. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    The engines of those cars are practically indestructible. Not much engine can be done in the engine, just by driving it. The damage is made only after heavy impact.

    I'd like to implement in the future some damage from overheating if you stay stopped for a long time... but that's it really.
     
  13. I join the question. How does it work - I quickly drop gears (on the Porsche sometimes I am mistaken and the gearbox goes to neutral), does it harm the gearbox? Engine?

    @Aristotelis, сan the engine and gearbox be damaged by these actions? RPM, as I see it, are greatly increased with the rapid inclusion of low gears.
     
    Last edited: Jul 5, 2019
  14. henkjansmits

    henkjansmits Racer

    How come the engine repair adds a long time to the pitstop then? I think that
    I *think* I saw twice that engine repair added long time the pitstop and I *think* I had not suffered impact crashes at the time only maybe a spin.
     
  15. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    The ECU doesn't permit to downshift if it detects that the engine will do over revving. So you can downshift all you want, but worst case scenario, your input for downshift will be ignored.


    Yes that is unfortunately a "bug". We will fix it in the next update
     
    PiretSS2000 and sps_for_race like this.
  16. Shooter80

    Shooter80 Gamer

    Please no.

    Race car windshields are not made from glass, they are more likely to come out in one whole piece than break and stay in place. Having to drive in VR in PC2 for an hour with a 'shattered' polycarbonate windshield was one of the most infuriating things I can remember.

    I would however appreciate some way to double-check damage while driving (the sim equivalent of radioing back through to the team and asking them how the car looks), sometimes in an accident I miss what the engineer said, and I'm not sure if I have slight or severe damage. Although that would be more to satisfy my curiosity, since at the end of the day the 'level' of damage is irrelevant, only the laptimes matter.
     
    JanR, warth0g, deadmeat2k and 2 others like this.
  17. Thanks for the info! It seemed to me that on Porsche, you can turn on the reverse on the drive ...
     
  18. LeDude83

    LeDude83 Alien

    Yeah you're right, I forgot about that. Scratch it, it was a bad idea.
     
    warth0g likes this.
  19. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    I've double checked and you're right. I forgot to lock the Neutral and Reverse. Fixed for the next update
     
    warth0g, BEsnake, Elneidar and 4 others like this.
  20. henkjansmits

    henkjansmits Racer

    Yeah in addition to the car setup screen the "car autopsy" screen after the race :).

    The one thing I wanted to add to this thread is: i don't care that much about visual damage (and I understand it's tricky with licensing etc) but a decent damage model of how your driving affects components in the car is good because it helps making endurance racing a bit "unpredictable". If there is no safety car (thank god :) ) or multiclass (pity) then any element that adds unpredictability is good. There is weather which is great already.

    Visual damage I only used in AC as a SA system: let's just let this beat up car guy by so he doesn't crash me.
     
    warth0g and romandevision like this.
  21. Shooter80

    Shooter80 Gamer

    Yea, indeed, that would be cool. So you can find out after the race how much aero you were doing without for the duration since any damage, and/or how the aero balance shifted when you got rear ended.
     

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