I see car damage and crash modelling to be two completely distinct, if related things.
I see that we have a difference in undersatnding of each others language. Generaly whenever something is refered to as "modeling" it is in refference to the actualy "model", not as in a physiscs "model". I was assuming that when you said "crash modeling" you mean vehicle deformation. I believe fore realistic driving sims, deformation is very important and is a huge flaw in GT, as damage to cars affects speed and handlign and coudl determin the outcoem fo the race. Its the difference between winning a race and winning a video game. Both require skill but they are also very different. If i am good at a racing sim, i want to feel as though i could go get in a real car and race bette rbecause of it. Conversly i dont think my mad Daytona skills would at all help me in real world driving other than your basic, "break in" and "speed out" of turns.
AS for the cars flipping and twisiting and what not, i suppose it is less important but in a real race if a car wreck it can wreck other cars and cause debris that coudl pop tires or any number of other problems. in GT and forza, you arent even taken out of the race if your in a wreck that would caus ea real car to flip 10 times. I dont think its a reqirement of a good racing sim type "Game" but if you want to make the best sim possible, you need to add in as many true to life detaisl as possible.
As I understand it Crash Modelling, as a generally accepted definition has more to do with plotting the resultant vectors of objects involved in collisions, rather than simple vehicle damage. Burnout being the painfully obvious example.
I will also refute that in Forza a significant crash has negligible results, any damage to your steering, which can be caused by collisions much more minor than the one you describe flipping a car 10 times, is enough to knock you out of a competitive race. (not that it says "j00 car is FuXx0r3d", but you ain't gonna finish the race) What may be true in GT doesn't hold water in Forza. The "rolling guard rail" technique is also much harder to pull off. Its not "no touch" but its not the goony smashfest I fondly remember as GT. This assumes you have damage on simulation as opposed to cosmetic, and didn't mess your steering up heading into the pits during an "endurance" race.
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I see that we have a difference in undersatnding of each others language. Generaly whenever something is refered to as "modeling" it is in refference to the actualy "model", not as in a physiscs "model". I was assuming that when you said "crash modeling" you mean vehicle deformation. I believe fore realistic driving sims, deformation is very important and is a huge flaw in GT, as damage to cars affects speed and handlign and coudl determin the outcoem fo the race. Its the difference between winning a race and winning a video game. Both require skill but they are also very different. If i am good at a racing sim, i want to feel as though i could go get in a real car and race bette rbecause of it. Conversly i dont think my mad Daytona skills would at all help me in real world driving other than your basic, "break in" and "speed out" of turns.
AS for the cars flipping and twisiting and what not, i suppose it is less important but in a real race if a car wreck it can wreck other cars and cause debris that coudl pop tires or any number of other problems. in GT and forza, you arent even taken out of the race if your in a wreck that would caus ea real car to flip 10 times. I dont think its a reqirement of a good racing sim type "Game" but if you want to make the best sim possible, you need to add in as many true to life detaisl as possible.