Soft-body physics has always been a hot topic in the sim racing world, but which simulators could pull it off? What titles would it ruin?
Soft-body physics, or dynamics in the wider reaches of the technology, is a field of simulation that focuses on visually realistic physical simulations of the motion and properties of deformable objects or better known as 'Soft Bodies'.
The most common use of soft body physics within racing simulators is the damage model. Titles such as BeamNG.drive and its predecessor, Rigs of Rods, both show just how detailed and difficult the technology is to master. BeamNG has been in continual development since its release in 2013.
BeamNG's Soft-body damage model.
BeamNG is the obvious choice for a simulator in which soft-body physics works wonders. Without it, the project would have very little to write home about. But what current sim racing titles and projects would positively benefit from adding in a complex damage model that models both the visual and physical implications of damage realistically?
There are not too many chassis dents, just bodywork and mechanical damage that you can feel through your wheel - plus a myriad of parts flying off the cars, as well as wheels being visibly crooked or only hanging on by a tether if they take a solid hit. That being said, the iRacing damage model is certainly a class leader in the world of pure racing simulators currently.
iRacing's new catalogue-wide damage model as of June 2024
So would iRacing benefit from a BeamNG style of soft body physics? We do not think so. The newer damage model suits the simulator perfectly well. Despite lacking detail in some of the more intricate levels of damage detail, iRacing does a fantastic job of simulating what a racing crash looks like - something BeamNG often exaggerates and consequently falls down on.
Both DIRT Rally 1 and 2 had a satisfactory damage model with impactful mechanical damage and failures, however, some of the crashes that would have ended your rally at best simply require you to reverse and continue with a slight crack in the windscreen and a missing front bumper.
Porsche 911, Dirt Rally 2.0. Image: Codemasters
EA Sports WRC has this same problem. In small and medium-speed accidents, you are punished to a fairly high standard. If you clatter a wall, you will mostly likely damage your bodywork and maybe your suspension. However, a high-speed multi-rollover accident will more than likely not damage your car all that much, and certainly will not cost you a lot of time - even with hardcore damage enabled.
So is the world of rally crying out for soft-body physics? Let's take a short look into BeamNG'drive' s rally world to see if it could work.
BeamNG's rally pace notes
Over 88 miles/141 kilometres of rally stages are available, and all stages can also be run in reverse within the time trial menus. The maps range from Utah to Jungle Rock Island and everything in between. The real draw to this specific rally mod, however, is the inclusion of pace notes. A revolutionary addition that has put BeamNG on the map for rally fans.
Combine these essential rally additions with BeamNG's soft-body physics and you have a rally game that is as punishing and brutal as it can get in sim racing. Overall, it works brilliantly. The pace notes are mostly accurate with a few further additions that you will not see in any other games apart from Richard Burns Rally.
Medium-speed wall impact damage in Automobilista 2
Most simulators skip a high-detail damage model in favour of a more immersive and detailed driving experience. This is not uncommon and is a tried and true method of creating an accurate racing simulation - it is the core of the experience, after all. Racing titles, especially pure simulators, should not entirely sacrifice their damage model; there is no question about it.
With that being said, accurately realistic damage should not be a priority for a lot of simulators. The relatively forgiving damage model of RaceRoom, for instance, could be considered a part of why the title can be run by lower-end PCs as well as forgiving small mistakes online, a key addition for teaching new players what is good and what is not without ending their race.
Which simulators do you think should include soft-body physics? Should it be kept to titles similar to BeamNG? Let us know in the comments below!
Soft-body physics, or dynamics in the wider reaches of the technology, is a field of simulation that focuses on visually realistic physical simulations of the motion and properties of deformable objects or better known as 'Soft Bodies'.
The most common use of soft body physics within racing simulators is the damage model. Titles such as BeamNG.drive and its predecessor, Rigs of Rods, both show just how detailed and difficult the technology is to master. BeamNG has been in continual development since its release in 2013.
BeamNG's Soft-body damage model.
BeamNG is the obvious choice for a simulator in which soft-body physics works wonders. Without it, the project would have very little to write home about. But what current sim racing titles and projects would positively benefit from adding in a complex damage model that models both the visual and physical implications of damage realistically?
Could iRacing adopt soft-body physics?
The sim with the best damage model is often considered to be iRacing, however, their damage model is still far from the level of BeamNG. The iRacing damage model is imposing until you start reaching the deeper levels of detail.There are not too many chassis dents, just bodywork and mechanical damage that you can feel through your wheel - plus a myriad of parts flying off the cars, as well as wheels being visibly crooked or only hanging on by a tether if they take a solid hit. That being said, the iRacing damage model is certainly a class leader in the world of pure racing simulators currently.
So would iRacing benefit from a BeamNG style of soft body physics? We do not think so. The newer damage model suits the simulator perfectly well. Despite lacking detail in some of the more intricate levels of damage detail, iRacing does a fantastic job of simulating what a racing crash looks like - something BeamNG often exaggerates and consequently falls down on.
Why Rally Is The Perfect Candidate
If you have ever played the iconic rally title Richard Burns Rally, you will know jut how punishing a damage model for this discipline can be. However, modern iterations of rally titles have toned it down a bit when it comes to a comprehensive damage model.Both DIRT Rally 1 and 2 had a satisfactory damage model with impactful mechanical damage and failures, however, some of the crashes that would have ended your rally at best simply require you to reverse and continue with a slight crack in the windscreen and a missing front bumper.
Porsche 911, Dirt Rally 2.0. Image: Codemasters
EA Sports WRC has this same problem. In small and medium-speed accidents, you are punished to a fairly high standard. If you clatter a wall, you will mostly likely damage your bodywork and maybe your suspension. However, a high-speed multi-rollover accident will more than likely not damage your car all that much, and certainly will not cost you a lot of time - even with hardcore damage enabled.
So is the world of rally crying out for soft-body physics? Let's take a short look into BeamNG'drive' s rally world to see if it could work.
BeamNG Rally 1.0
BeamNG Rally has been created and published by Track Broseff on the BeamNG repository, and this mod breathes fresh new life into the title with custom rally stages on dirt and tarmac based on the real-world American Rally Association ruleset.BeamNG's rally pace notes
Over 88 miles/141 kilometres of rally stages are available, and all stages can also be run in reverse within the time trial menus. The maps range from Utah to Jungle Rock Island and everything in between. The real draw to this specific rally mod, however, is the inclusion of pace notes. A revolutionary addition that has put BeamNG on the map for rally fans.
Combine these essential rally additions with BeamNG's soft-body physics and you have a rally game that is as punishing and brutal as it can get in sim racing. Overall, it works brilliantly. The pace notes are mostly accurate with a few further additions that you will not see in any other games apart from Richard Burns Rally.
Should 'Realistic' Damage be the aim?
But how about circuit racing? Often when the subject of damage models in sim racing is brought up, you will hear the take that the most realistic is the best. This is not always the case. Again, let's look at BeamNG. Your PC's required processing power to simulate your car is immense. Imagine trying to do that for twenty-plus cars simultaneously while also producing the driving physics and running an online server.Medium-speed wall impact damage in Automobilista 2
Most simulators skip a high-detail damage model in favour of a more immersive and detailed driving experience. This is not uncommon and is a tried and true method of creating an accurate racing simulation - it is the core of the experience, after all. Racing titles, especially pure simulators, should not entirely sacrifice their damage model; there is no question about it.
With that being said, accurately realistic damage should not be a priority for a lot of simulators. The relatively forgiving damage model of RaceRoom, for instance, could be considered a part of why the title can be run by lower-end PCs as well as forgiving small mistakes online, a key addition for teaching new players what is good and what is not without ending their race.
Which simulators do you think should include soft-body physics? Should it be kept to titles similar to BeamNG? Let us know in the comments below!