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Trouble understanding "Vehicle Game" car physics

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    Trouble understanding "Vehicle Game" car physics

    Hello! I know the current WheeledVehicle class is not a popular choice when doing vehicles, but I'm learning UE4, and I'm more interested on how its physics work.

    I've been messing around with the Vehicle Game and deactivated the "Deprecated Spring Offset Mode" in its VehicleMovement component, to achieve this:


    (Taken from 4.14 release notes)

    As it can be seen slightly at the end of the GIF above, the problem is that when turning, the buggy raises the wheels at the side where you are turning, and they get off the ground completely. It could be explained by inertia if you were going at a high speed, but it does it at a very low speed as well, making no sense physically. I understand you have to "re-tune existing content" to make it work, but I have no idea what it should be done.

    I've tried a lot of things, including but not limited to:

    - Changing suspension in both front and rear wheel classes. Only putting both Max Raise and Max Drop in zero or near-zero seem to work, but it looks worse than the "deprecated spring offset" mode.
    - Increasing Mass inside "Vehicle Setup", in the VehicleMovement component.
    - Scaling the suspension for each wheel to 0.5 or so in its Skeleton.
    - Changing Mass Scale, Center of Mass, Damping and Stiffness in its PhysicsAsset.
    - Change the position and size of its "Convex 0" body in the same PhysicsAsset.

    Only thing I didn't touch was the Animation, I didn't know what to do with it. (And being that buggy a "Buggy Pawn" doesn't mean anything, that's just a WheeledVehicle with some noises and a camera attached. You can reparent it to a WheeledVehicle and eliminate the sound references and it will work.)

    The funny part is that this Buggy is the only vehicle, of all the examples online that I've seen, that breaks with the change introduced in 4.14. Any help will be appreciated.

    #2
    The two most effective ways I've found of preventing a vehicle from tipping when turning is by increasing the Suspension Damping Ratio and lowering the COM. The buggy has a pretty high COM by default so I would just lower it, and if that isn't enough, mess with the Suspension Damping Ratio.
    Logitech Wheel Plugin

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      #3
      Originally posted by drb1992 View Post
      The two most effective ways I've found of preventing a vehicle from tipping when turning is by increasing the Suspension Damping Ratio and lowering the COM. The buggy has a pretty high COM by default so I would just lower it, and if that isn't enough, mess with the Suspension Damping Ratio.
      Altering the CoM in any way seemed to do nothing, but upping the suspension damping to the ridiculous value of 3.0 did the trick. It now has the secondary effect that, when returning the steering to going straight, the return of the body to the middle position is very slow, but at least the car is a lot more controllable now. Thank you for the help!

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