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3:48 The cars are displaying the quantum principle that you can only pinpoint both a particle’s velocity and position to a certain extent. You had their velocities so high their position was not well defined in space-time and they couldn’t properly interact. Basically what I’m trying to say is I think you proved that BeamBG incorporates general relativity. Damn this game is accurate!
I think the crash was just faster than the game's collision detection system lol, same thing happens when you crash 2 cars at super high speed and things end up getting stuck
As a software engineer and game developer, I can explain the giant textures you see, including 6:15. These textures are basically rectangles (really, triangulated sheets) that shouldn't stretch in more than one direction. This is typically maintained by the soft body solver in the physics engine; forces in one axis (stretching) apply an inverse force to the other axes (squishing). This is like pulling taffy; it gets longer in one axis and shrinks in the other two. However, if you somehow manage to apply a large enough force to only some of those corners while leaving other corners stationary, it ends up stretching the piece to hilarious results. This differs from older versions of Kerbal Space Program where occasionally the Kraken would send one vertex off to infinity. This happens when there's a calculation error (divide by zero, usually) on that vertex, which sends it off to infinity.
So in essence your saying the GPU is telling the Physic’s engine in BeamNG “hey man, this is the best I can do at these speeds” One can only assume that the translatable real world effect of this experiment, where Physics are a universal constant, is metal shavings pixie dust.
Don't try and explain the Kraken. It's one of the divine secrets of the universe. The question is, how far can your stretch a brake caliper and how big of an area can it cover if it was one atom thick. Can you stretch it to the point where it is less than one atom thick? I would like a pair of these miracle brakes that are unaffected by heat, wouldn't you? I don't want BeamNG to accurately model physics, I want the real world to follow BeamNG physics (similar to KSP physics). Hyperlight travel is possible. Despaghettification also (which removes the black hole paradox).
5:57 - I have to say that those two wheels that just stayed in place while the rest of the car was smashed into other universe was just cartoonishly comical.
this is probably your best video so far... just the pure chaos all together I couldn't stop laughing when the sled swung back over the dummy. Wasn't expecting that at all and the whole scene was just perfect lol
@@hjalfi together with the ATV finally getting bent out of shape and the two cars phasing through each-other, this is just another BeamNG Bible violation. Nothing to see here🤫
@@iowasucks9494 Afraid of positive and negative acceleration to make the compromise. I love fighter jets. I respect 9gs. But man do I fear things that accelerate way faster. I have a certain dream once in a while. I am in a white hall. In front of me a stainless steel rail. I have a metal marble in my hand and let it go. Slowly. But everything starts getting faster and I see massive metal blocks of 16 cubic meters zooming around and only getting more radical. Oh I almost 💩 myself questioning, when the catastrophic failure kicks in
I was already laughing too much from the early E.T. joke on the first car trying to fly into space lol. Always enjoy your videos, they feel more personalized and less "autopilot/through the machine" than most, your own fanbase adores the steve/george material, and the text humor is so spot on. I like how you keep to that mostly but sometimes do voice in between to change it up too. I lost a friend (as in ended friendship not ya know) a long time ago now who played this a lot and streamed it for me to see and I use to enjoy that, getting to see your videos filled a little void while giving me quite honestly more creative humor and cool "creations" (I just rewatched the do not enter crazy tunnel one b4 this). Thanks for making such enjoyable content CarPal.^^
If a speed is high enough so that the particles do not have time to interact within its current position and its velocity, a solid object will “phase through” another solid object, beamng is so accurate it even incorporates this.
BeamNG physics engine: "_Yawn_ Ah, yes, time for another game. I wonder what player's going to try to race around the city today... USER=CarPal?... oh. no."
I love your crazy ideas on BeamNG. Watching your videos really makes me want to spend more time working on better camera angles and speeds for my videos. You definitely make it look easier than it is. Keep up the great work!
Does anyone know if its possible to apply an instantaneous velocity to all the model nodes so that the model doesn't deform until impact? Theoretically ignoring wind resistance
Iirc the g force meter doesn’t display downward g force, your only seeing the small fraction of sideways force that the car experiences. So the actual g force is much higher.