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[FREE PROJECT] Physics Driven Spacecraft

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  • [FREE PROJECT] Physics Driven Spacecraft

    Hello everyone,

    I have shown a couple of videos on a physics driven space sim kind of game in this thread of mine before and today i'm finally sharing the whole project with you. Feel free to use it's contents in your own commercial/non-commercial projects(all the meshes are placeholders though, so i wouldnt use them in a released project...)


    I'll upload an updated video later today.


    I tried to comment everything as much as i could but please post here if you see anything absurd or confusing and i'll explain. There are also a couple of minor bugs but it's up to you to fix them if you happen to run into them as i dont think i'll be working on this project anymore.


    Download for 4.9.1 > https://drive.google.com/file/d/0B0L...ew?usp=sharing
    Last edited by Jacky; 12-17-2015, 08:42 PM.
    FREE Color LUT Collection
    FREE Physics Driven Spacecraft Project
    GTA Style Vehicle Interaction
    Dynamic DoF(Depth of Field)
    Camera Crossfade
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  • #2
    Going to give this a download

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    • #3
      Ayıp ayıp

      İnsan kendi forumunda da paylaşır ha?

      Comment


      • #4
        Awesome! thanks a bunch. Can't wait to check it out.
        Solar Purge IndieDB - http://www.indiedb.com/games/solar-purge

        Solar Purge Forum - https://forums.unrealengine.com/show...metric-Shooter

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        • #5
          I've updated the video and the project as well; ran into a couple of things i had missed regarding the landing system in ViperBP but it's all good now.

          Enjoy!
          FREE Color LUT Collection
          FREE Physics Driven Spacecraft Project
          GTA Style Vehicle Interaction
          Dynamic DoF(Depth of Field)
          Camera Crossfade
          Portfolio

          Comment


          • #6
            nice, thanks man!
            Current Projects:

            • Email: tessaro.unrealdeveloper@hotmail.com
            [LFW][PAID] Blueprint specialist with C++ Exp. Send me a PM or email.
            WIP Portfolio: https://filipetessaro.wixsite.com/portfolio

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            • #7
              thanks

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              • #8
                holy cow this things difficult to control haha. very awesome though

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                • #9
                  You rock! Thanks!

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                  • #10
                    I look for the missiles

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                    • #11
                      Originally posted by Joure View Post
                      holy cow this things difficult to control haha.
                      Yeah, when i first started the project it made me appreciate gravity and friction even more. :P

                      Originally posted by tyoc213 View Post
                      I look for the missiles
                      You can use ViperMissile BP. Keep in mind that it's physics and collision is disabled until it gets fired in order to prevent some collision issues i ran into at high velocity.
                      FREE Color LUT Collection
                      FREE Physics Driven Spacecraft Project
                      GTA Style Vehicle Interaction
                      Dynamic DoF(Depth of Field)
                      Camera Crossfade
                      Portfolio

                      Comment


                      • #12
                        Originally posted by Jacky View Post
                        Yeah, when i first started the project it made me appreciate gravity and friction even more. :P



                        You can use ViperMissile BP. Keep in mind that it's physics and collision is disabled until it gets fired in order to prevent some collision issues i ran into at high velocity.
                        You can make the missile ignore its owner entirely using the "Ignore Actor When Moving Node", I ran into these same issues with high velocity characters and projectiles.

                        It's kind of a wonky node, I can't remember if I put it on the projectile or the character or both.

                        Velocity Inheritance is important too, without it you can easily run into your projectiles
                        Last edited by DEDRICK; 12-28-2015, 11:53 AM.

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                        • #13
                          Originally posted by DEDRICK View Post
                          You can make the missile ignore its owner entirely using the "Ignore Actor When Moving Node", I ran into these same issues with high velocity characters and projectiles.

                          It's kind of a wonky node, I can't remember if I put it on the projectile or the character or both.
                          Good to know, thanks!

                          For bullets i just disabled weapons after certain velocity since they are spawned as you fire anyway so they dont cause the same collision issue as attached components.
                          FREE Color LUT Collection
                          FREE Physics Driven Spacecraft Project
                          GTA Style Vehicle Interaction
                          Dynamic DoF(Depth of Field)
                          Camera Crossfade
                          Portfolio

                          Comment


                          • #14
                            This project is fantastic I love the way it feels.

                            Is there an easy way to set up the controls differently? I'm looking to get them closer to Star Citizen with Q/E as roll, and Mouse X to turn direct right and left without the roll.

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                            • #15
                              Originally posted by KieferTraub View Post
                              This project is fantastic I love the way it feels.

                              Is there an easy way to set up the controls differently? I'm looking to get them closer to Star Citizen with Q/E as roll, and Mouse X to turn direct right and left without the roll.
                              [MENTION=63]Jacky[/MENTION] deserves a Dev Grant for this, as the BP docs are so 'inútil'!
                              Adjust the input Settings via Project Settings -> Input -> Bindings.
                              For other examples and setups search the forums for 6DOF projects...

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