Damage! Pros, Cons & Paradoxes

Wreckfest Damage.jpg
Many modern simulators now have impressive damage simulation both physically and visually affecting your car and handling, in fact it's become one of the main features in games like BeamNG and Wreckfest.

How important is damage in a racing simulator to you, do you use it, does it change the experience for you and do you find it useful or problematic when racing online?

Does it work online?

If you jump into an online race in something like Iracing or Automobilista 2 (both of which have extensive damage modelling), and the server is set up with full damage active, do you find that it changes the way people drive, in that people may give each other a bit more space, drive more considerately, not take as many dangerous risks and do everything to look after their car. Or do you find it can cause problems?

Here are two different scenarios:
  1. The server has damage turned on but also only allows drivers with safe pings to connect, it also has a good ranking system turned on and only lets people join with a decent safety rating, hopefully eliminating the chance of wreckers joining and also drawing drivers in who won't quit early if they pick up some damage and have to pit.
  2. The server has damage turned on but no ping limits, ranking system or safety rating, allowing anyone to join wreck and quit early.
Obviously the second option would leave the door open for people to drive in any manner they like and would most likely end up in an early pile up and no one left racing by the second or third lap, but! Would the first option appeal to you, do you think it would make for a good and interesting race, or would you avoid it anyway and go for something a little less serious?

Does it change the experience, does it change the track?​

Take a track like Bathurst, would turning the damage on here totally change the experience for you, even if you are offline having a practice session with no other cars on track?

I personally find that on a track like this it makes a huge difference to the immersion, the way you drive, and you're respect for the track.

If you were offered a drive in real life at somewhere like Silverstone you might feel reasonably safe and confident, with its large run off areas and reasonably flat layout.

Get offered a drive at Bathurst however and you may not feel quite so sure of yourself and not want to push it too hard due to those hard concrete walls being so close, and steep downhill sections where a lockup under braking could be very expensive at least, and very dangerous at worst! I know I'd be feeling a lot less confident here!

But in a sim with damage turned off, you really miss out on that feeling, respect for the track and the element of danger, you can just shoot the car down the Esses and the Dipper clattering and bouncing off walls all the way. Infact when I've raced there online I've seen the phrase "Pinball alley" used in the chat box used so many times!

If I turn the damage up to full here, then for me at least this track is a totally different ballgame (pun intended). I really start to feel the extra atmosphere and apprehension this terrifying track conjures up! I'm thinking about those walls all the time, I can feel my whole body tense up every time I get close to one, I'm treating my breaks with all the finesse I can muster on the way down the hill, I'm locked in and concentrating hard!

What's the payoff?

Simply this, after running a bunch of fast but clean laps at somewhere like Bathurst or Macau with damage on full, I'm sweating, the adrenaline is pumping, and the sense of achievement is immense! Step things up and have an actual race either against A.I. or online and make it to the end without totalling the car and you're sense of achievement goes through the roof, you'll be on cloud nine!

The pros, cons and paradoxes!

Obviously if you have a race in a simulator with full on crippling damage, you could total your car so badly on the very first lap, that you can't even make it back to the pits and that's you're race over, as is the risk in the real world.

If that's in an online server, that may have been a one hour race you'd spent planning for and tuning for well in advance. Thats going be pretty disappointing and unless you've got a plan B lined up, it's a lot of time wasted, however you may just make it through safely and feel great afterwards!

With damage off you may lose a little of the buzz of zipping through a small gap safely, but at least you know you've got a guaranteed hour of racing even if things go a bit sideways.

It's certainly true that a race at one of the tracks mentioned above (or any other like them), could very easily be over after a few laps with damage turned on, but here's a funny thing, with damage turned off there tends to be more pile ups and stop / starts every other lap simply because people will clatter the walls and end up facing backwards in the middle of the track, because they can!

Another paradoxical thing I've noticed is if you take a game like Wreckfect, where you can turn the damage from just visual to fully performance impacting (or 'Realistic' as the setting is called in game), a game where the point of it is to win by wrecking! There now seem to be lots of servers springing up touting themselves as 'clean racing', using the realistic damage setting and populated by drivers trying to race without wrecking or damaging their cars, in fact some of those servers are cleaner racing than I've had on some public servers and even organised servers in simulators without damage. Go figure that one out, maybe it's all about the challenge?

One last thing I'd like to mention before I wrap this up, what do we all think of under carriage damage (or damage from impacts below)? Some sims that have pretty good damage simulation still don't have this at all! I was so impressed when I jumped into Raceroom, hit a large sausage kerb at speed in an open wheeler, got launched into the air and realised when I landed that my suspension had collapsed, I almost fell off my rig!

Now, imagine if every sim had this, what it would mean for turn one at Monza! Even with all other types of damage turned off, this one thing alone might just stop everyone just hitting the sausage kerbs there and causing a big mess! They’re there for a reason! Or maybe not, what do you think?

Leave your views in the comment section below.

Original source

  • Paul McCaffrey
About author
Tarmac Terrorist
If I can drive it, I'm Rocking it!!! Besides writing sim racing articles I am running my own YouTube channel called Tarmac Terrorist

Comments

Like any other simulated system, no matter how realistic the existence of something is, if it's not realistically implemented it degrades from the experience. Damage modeling is almost always blatantly unrealistic & makes a sim feel more like a video game by leaps. I like the idea, but I'm not sure I need it in my sims. I always turn it off anyway.
 
My biggest problem with so called accurate damage is that many a time I've gone off, hit the barrier at over a hundred (MPH) bounced off that back into the track, get T-Boned by another car doing a hundred, and then get smacked into the barrier on the other side. Yet I can still limp to the pits, with barely an external scratch on the car, and get it repaired (absolutely no chance this should be happening). ACC I'm looking at you here.

Wreckfest shows fantastic damage visually, but even with a wheel missing and the car practically folded in half I'm still keeping race pace - that's not realistic, but it's as much arcade as it is sim, so I'll let it off on this.

F1 games do damage the most realistically IMO, even if they don't show much more than just the wheels or wings coming coming off, the damage is at least race ending when a big shunt happens.

(OK, BeamNG does damage the best, both visually and physically, but it's a driving physics sim, not a race sim - not that that's a wrong thing at all)

I think damage is very important for a racing sim. It means that dive-bombing turn one isn't going to get you to turn two, and that an amount of caution is required even if that caution means you lose a couple of places.

That said the option to turn damage off is equally important.
 
A game developer lies as much as any other seller. I don't believe a word he says. What's next: "we included SUVs in AC because they are so interesting to drive"?
You have no idea about AC history and the license issues do you? They had to include SUVs of certain brands if they wanted to include their racecars as well. That was the deal. Nothing else. Dont be such a grump and chill a bit in your life. :D
 
D
You know what it is with no damage-lobbies.. People will never learn how to handle a car correctly; downshifting too fast, h-pattern shifting too fast or wrong, abusing the revlimiters and all that. People have to learn how to maintain a car's clutch, engine, tyre, bottom and much more. Racing is not always pewpewpewpew 6 laps and take lots of risks and all that. No it's about keeping the car in shape, finish with all your might and then hope you can even complete the season. Where you stand doesn't matter much. It will only matter for the sponsors, for your ego, and all that. Most of the simracers learn racing wrongly, leave early, and never race the rain. Damage.. I think we should do more with it. Perhaps take no damage out as an option so people have to learn how it properly is to race.

Also practice & during qualify damage is an interesting aspect. In real life if you crash it can cost you. In most of the online lobbies if you crash it won't cost you. People tend to push way too hard in Q and then I often see they can't complete a first lap in a race.
 
Last edited by a moderator:
i would say, having it adds to the sim experience, but NOT having it doesnt take away. if that makes sense. i still enjoy sim racing even if theres no damage. also there are some situations where i DONT want it, such as just cruising/exploring or drifting heck i dont even want tire wear on while drifting lol. i suppose if im by myself then i dont really care about having damage on, but online i think a good damage model is a good thing for the reasons stated in the OP. if we can get closer to beamng's physical model then that will be a big step in sim racing.
 
I never turn damage off and I don't like when I join a lobby and find out that it is off. Great part of the joy and sense of reward comes from finishing the race well and in one piece, avoiding any crash.

I understand that some people want to keep it casual, but race sims must have proper damage.
 
Staff
Premium
Another paradoxical thing I've noticed is if you take a game like Wreckfect, where you can turn the damage from just visual to fully performance impacting (or 'Realistic' as the setting is called in game), a game where the point of it is to win by wrecking! There now seem to be lots of servers springing up touting themselves as 'clean racing', using the realistic damage setting and populated by drivers trying to race without wrecking or damaging their cars, in fact some of those servers are cleaner racing than I've had on some public servers and even organised servers in simulators without damage. Go figure that one out, maybe it's all about the challenge?

This has been a thing since the beta/early access of Wreckfest. Back then it was arguably even more folkrace/bilcross/jokkis - inspired over wrecking. As seen on the AI which often raced clean and fair, but still hard and rubbed back then.
I remember a Swedish-run server with admins on at all times, which demanded clean racing, it was locked to B-class cars to keep it line with folkrace/bilcross/jokkis and only RX-tracks. It's some of the most fun I've had in racing games the last 7-8 years!
 
You have forgotten to mention the political implications which prevent some games from providing good damage models, at least from an aesthetical point of view. Some brands simply don't want the world to see their beautiful models deformed or wrecked. I suppose that is the reason some games featuring real cars' models prefer to limit the amount of visual damage.
To that end AC has done well letting you know there is damage, but I never feelmit in the car olunless it is severe.
And iRacing has a fairly usable one, and the degree of visible damage is usually pretty indicative of an issue, except on ovals, the nascar racers can seem fine or suffer some scrape and lose alot of turn in or top speed, with little visual damage.
But damage models and the effects I feel certainly make driver overall better to race with and provide a better race test for oneself, as you won't wall ride or ping pong off a car until the last corner last lap chance, and by then you may be clear and away.
 
Premium
Bring on the damage, Its the next evolutionary step for sim racing.

Make it visual and have an impact on handling.

Not concerned in the slightest how they handle it with online lobbies, The people that manage that end of the platform can continue to setup their servers in whatever manner suits them. I'd hate to think real world features are held back due to this element.

And give us a safety car god damn it, The gather and release process is vital to simulating a race.
 
Last edited:
I'm all for it, the more realistic the better, as I find in multiplayer it makes the experience more exhilarating (in both good and bad ways). I wouldn't say people will automatically drive "safer", but it can force you to concentrate more and think before acting (i.e. I'll still take risks, but more calculated ones). I had 2 fun experiences recently with this, both in iRacing with the Mercedes W12. In this car most crashes result in bent or broken suspension (which are race-ending) or broken aero bits which kills acceleration, top speed and handling to varying degrees...only the front wing can be replaced (seems fairly close to real world incidents):

1) Similar the OP's example, I did the Grand Prix Tour race at Bathurst about 1 month ago. For those not in the know, iRacing is replicating, as best as they can, this year's F1 championship, with 100% length races (305km). Aside from gaining/losing iRating, it's a championship with points and my personal goal is to finish in the top 10, or at least top 20, currently 11th. They don't have all the F1 venues for obvious reasons, so they substitute tracks and Bathurst was the sub for Baku I believe.

To throw that fragile bullet of a F1 car down the hill for 50 LAPS fast enough to be competitive in the top split (there were 5 splits that race), without crashing, to end on the lead lap in P5...even though I missed the podium, I felt like I'd won the Olympics! The concentration it took to go from Skyline to Forrest's Elbow 50 times without binning it, while battling P4 for half the race...such a memorable one. Tracks like Bathurst, Macau, Monaco, Long Beach, etc would completely lose their appeal in sims for me if the danger wasn't there. (EDIT: I did very lightly grazed Forrest's elbow's outside wall with the tyre around lap 11 or so, but not enough to cause damage...I played it a little safe after that!).

A little clip of the madness (that was my only off-track that race)

2) Around Silverstone this week in a sprint race, Lap 1 (of course) heading into "The Loop" (Turn 4), the guy behind went in too hot and bumped my front tyre, which sent me a little off track and bent the steering a little off-center, losing me 5 places...could have been much worse, the car still had speed. Funny enough, it made exiting left turns more stable under power, but a bit unstable for rights...it required a bit more focus, but eventually I managed to get past those guys to return to my starting position by race end, keeping my rating intact. Had there been no damage it would have been a little boring IMO, as I would have gotten by them with less effort.
 
Back to 2005, I remember playing FlatOut and thinking: how can I go faster and make a huge crash, just to see the amazing collisions and a wrecked car!

That time, while I was used to the traditional system of games like Need for Speed, this was something spectacular. And more importantly, if you really wanted to win a race in FlatOut, even against AI, it was essential to maintain intact your car as much as possible (and whoever played that game knows how hard it was).

And looking back almost twenty years later, I can see how that aspect has been depleted in several more recent AA motorsport game titles. For me, it's kind of incomprehensible (and sad), because we see the progress in game physics, graphics and other points, but it seems that damage and other types of secondary elements, which give the game a real immersion feeling, are falling into oblivion.
 
I'd rather try to fit all my toes in my mouth than be a "but it's not real sim-racing" gatekeeper guy, but to me having full damage is paramount. And in that turn, a sim having very realistic damage models is quite important to me.

When I race online, the "threat" of damage is really a non-factor in my thinking because I'm already wholly invested in not doing something stupid that could ruin somebody else's race. But I do a lot of AI racing on different platforms, and absolutely the damage is a must. For the realism, yes, but to curb the subconscious creation of bad habits also.
 
bruh...these "racing" sim that focuses on making car look real needs to take a look at BeamNG....a single mistake can turn into a disaster....
 
Last edited:
Car damage is so important for me. Visual damage and technical damage in serious titles. Well, Carmageddon is one of my favourite games ever and I think it was first brake-trough in modelling visual damage, then there was 1nsane, you could call it ancient beamng the damage thing really added to replay-ability. Now that I got into more serious digital racing I think the technical damage is more important to me, I remember being amazed by the plan of developers of Richard Burns Rally to make every component of the car as real as possible and so damageable, like real engine simulation and blow turbo because of going through the jump, I don't know how much there is in the final game, but these thing add so much. Also I think damage makes you drive precisely and win by just excellent driving and not outright speed, like very forgiving damage in Dirt Rally encourages you to do. Also beamng now is just awesome, I really love doing time trials and these little scrapes and bumps just feels so interesting when you know that any moment you could damage the oil pan ir brake something in the suspension also it really underlines the advantages of different cars, for example, low sportscar might be fast and stabile, but with an old sedan you can cut corner because of its higher and softer suspensions and this what makes it interesting game for me. I'd really like to have some-kind of Realistic Wreckfest edition where there would be more technical damage, like flat tires or shock absorbers going out separately, because now it is mainly visual, but I still really like to play it on highest damage level make to the end of the MP race, thats just the awesome racing experience.
 
All people talking about realism. Would you still play the game if after the crash your pc would crash and you had to buy a new pc? Indeed....that's what i mean. Keep on playing games
 
Interesting article, thank you!

I agree with the author, finishing a race with complete damage option on, albeit far from first place, gives much more fun than "pushing" on a track without consequences. And an early exit from the race is totally unacceptable, except in the case of total destruction of the car. If there is an opportunity to crawl up to pit - it should be done.

About Wreckfest - as correctly noted, there are servers where aggressive driving "to death" is not welcome. I have been banned several times for unintentional collision, but it was really my fault. :)
 
Last edited:
Premium
The thing with wreckfest ist that the driving feels very natural and "realistic" but you don't need to practice infinite hours to drift a whole lap while grinning all over your face.
Loose surface feels great, tarmac too. It's just fun to drive and having more skill and a wheel definitely makes you faster! These things still apply.

It's just great, I love it!

And many people do so they want to use it as a normal racing simulation.
And when you only have people who want to specifically do clean racing, you get very clean racing :)
 
All people talking about realism. Would you still play the game if after the crash your pc would crash and you had to buy a new pc? Indeed....that's what i mean. Keep on playing games
Good grief not this nonsense again...I'm on vacation, so I'll take the bait on this recurring "it's just a game" argument.

The goal, as we all know, is to simulate driving realism as accuracy as possible on a consumer PC (and all the limits of such comparatively low processing power)...of course it's never perfect, no simulation can ever be perfect (it's in the name; a 100% perfect simulation would be reality)...but that is the goal nonetheless. Similarly, and to a much higher degree of accuracy, the multi-million dollar simulators for manufacturers or works teams like BMW, Mercedes F1 and so on, all strive for the exact same thing. Part of that simulated realism must include damage simulation, else you're removing a very real limiting component...as the real world has physical limits, this is vital. If, for example at BMW while developing their next sports car, they attack every corner haphazardly in their sim without even a notification that something (floor, suspension, chassis, etc.) got abused or damaged in the process, what good is the sim for them for car development?

Similarly for consumer sims, if you just bump into walls and other cars with reckless abandon and no consequences occur (beyond getting yelled at in voice chat :roflmao:) , it has then IMO lost its worth as a simulator, as you're not simulating a key aspect of motorsport: the fear of wrecking your car or your opponent's...at best you're simulating much faster bumper cars. If the computing power is so limited that it can't simulate damage, either visually on the car or through notifications, then that's understandable (Thinking on early titles from the 1980's)...but there's no excuse to leave it out today.

Now to return to your interesting proposal: If BMW's simulator test driver hits a wall, should the works team have to shell out $100,000's to fix the simulator? Should the hydraulics that move their chassis catastrophically explode? Would you tell them they're also playing a game just because they're manipulating digital assets vs. not actually moving and you can't smell burning rubber or fumes? Also, in the real world, if you crash a car, the world doesn't "turn off" with the planet exploding and everyone dying, which is what you're proposing with the PC crash part LOL...Don't be deliberately obtuse. It doesn't make sense in professional sims or in consumer sims.

Yes, there are many "game" elements built into most sims, mainly because developers actually like to eat and not be totally broke; you have to entice the average gamer to buy your product and build a community around it, or they will go broke...can't stress this enough. Yes, we have more sim racers than anytime in history, but it pales in comparison to the overall gaming community; there aren't enough die-hard simulator fans out there to make a profit. Some titles like iRacing and ACC have ratings and license systems to foster competition. Most sims have gamepad, joystick and keyboard/mouse support, regardless of realism, to meet customers at their current entry point (imagine how "well" any sim would sell if it said "WARNING: $300 WHEEL AND PEDALS REQUIRED FOR PLAY"). Most racing sims have also added online achievements or challenging scenarios (either historic or fantasy) to give users a target and keep them engaged (the modern version of "HI SCORE" from arcade cabs)...even Microsoft Flight Simulator has Steam achievements in it now. DCS World (another hardcore flight sim platform) is free to play...mainly to get the average person in the door to experience flight sims first and hopefully pull them into their more advanced single-aircraft "study" sims over time like F-14, A-10C, F-16 etc (which cost money)...and even in those sims they create both Advanced and simple avionics modes to ease you into it). Titles like ACC sold relatively well because it uses most, if not all of these practices (plus being on consoles helped immensely, another strategy), but titles like RF2 in comparison historically struggled because it lacked many of these things. Both are simulators at their core, but one knows how to play the game to their advantage (pun very much intended).

You have to "game-ify" a simulator in some ways or else you'll go broke...it's very simple.
 
Last edited:
If they have time to develop this feature, it's welcome, of course.

If damage models keep being developed, devs should add the option
to disable it for users who don't want to be restarting races or sessions.
That's it, nothing else to say.
 

Latest News

Article information

Author
Paul McCaffrey
Article read time
5 min read
Views
17,730
Comments
44
Last update

How long have you been simracing

  • < 1 year

    Votes: 339 15.5%
  • < 2 years

    Votes: 229 10.5%
  • < 3 years

    Votes: 229 10.5%
  • < 4 years

    Votes: 173 7.9%
  • < 5 years

    Votes: 293 13.4%
  • < 10 years

    Votes: 255 11.7%
  • < 15 years

    Votes: 163 7.5%
  • < 20 years

    Votes: 123 5.6%
  • < 25 years

    Votes: 98 4.5%
  • Ok, I am a dinosaur

    Votes: 282 12.9%
Back
Top