Answers for "How to calculate improved car impact damage value?"
http://answers.unity.com/questions/1526993/how-to-calculate-improved-car-impact-damage-value.html
The latest answers for the question "How to calculate improved car impact damage value?"Answer by Namey5
http://answers.unity.com/answers/1659410/view.html
In my damage system, to get around that issue I took the absolute dot product of the relative velocity with the collision's hit normal and adjusted the impact based on that (that way objects colliding towards each other will do significantly more damage than those that are adjacent to each other), i.e.
impactSpeed = col.relativeVelocity * Mathf.Abs (Vector3.Dot (col.relativeVelocity.normalized, col.normal));
I then just played around with some static modifiers until it looked decent.Wed, 21 Aug 2019 15:28:46 GMTNamey5