I’ve been working on my own cars using the Chaos Vehicles plugin and the City Sample Vehicles pack as a frame of reference, and when I went to test the cars in a different map I couldn’t help but notice that they handle differently in every other map. I should mention that the level I’ve been using to tune the cars is a modified version of the level that came with the City Sample Vehicles where all the vehicles were put together in a line.
The cars, when outside of the level I’ve been testing them in, are a lot more sluggish, and some are prone to rolling over very easily. I’ve tried creating a brand new level to see if this issue was only exclusive to the default unreal map (the one with the mountainous landscape) and sure enough it isn’t, which might mean that there are certain presets in regards to the “physics” that have been modified specifically for the City Sample Vehicles level.
My question is: how do I modify these presets? I’ve already looked through the world details and found no difference between my level and the default Unreal level, I’ve already browsed through the forums and the internet to see if there was a solution to this problem but I couldn’t find anything, which is why I’m making this forum post to see if anyone has a solution to this specific problem I’m facing.
If anyone could help me solve this problem, I would greatly appreciate it.
It sounds like you have something set up that is frame-rate dependent. This is fixed by normalizing values to the time of each frame. There are several places this could happen, it’s likely not chaos, but some input or value not being multiplied by the frame delta time.
You might turn on Physics Substepping in the Project Settings to see if it helps, but this is a bandaid for the actual cause.
Thanks for the help, but I’ve already looked into it and tried it, so I can confirm that it’s not related to the framerate. the “Physics Substepping” is a part of the Project Settings, which means it affects every level regardless, but the problem I’m facing is tied to one level (or should I say the opposite of one level).
The car tires have their friction multipliers set to 3.4 to match the ones found on the City Sample vehicles which might explain the rolling over but I can’t figure out why the cars drive a lot more sluggishly. Cars that could do 0-60 mph in 7 seconds do so in double the time in other levels (like the default Unreal level) which is why I’m proposing that it’s tied to some specific physics values thats inside of the properties of every individual level which I can’t find.