The best example I can think about with a full guide and a step by step approach, is the motorbike from the community guide. You can adapt it’s procedure and parameters to a bigger vehicle with four wheels:
A secondary guide for a SUV-like vehicle can also be found here. It does not cover all steps as deed as the bike guide, but the parameters used will be more useful for your intended target:
As well, please make sure to check all the related documentation to Chaos Vehicles in the community:
Hi, I’m fighting too with Chaos Modular. I tuck two screenshots to share with you my parameters for wheel and suspension. I’m now on 5.7 Preview 1 and some behaviors changed a lot. If you have any question, don’t doubt to ask it.
How’s working your Car? Do you have Sound? Have you found a way to get the engine RPM? The manual transmission is working properly in your car?
I hope we will share learned things about this plugin, best regards.
Hey! That’s so cool! Great job! I love it!
If you enter ShowDebug ModularVehicle on play. Do you have values > 0 on torque?
Throttle at 0.01 prduces instant change from IDLE to FULL RPM?
How did you make the sound? I’m testing Motosynth.
And the reactor fire? I’m thinking of using niagara for my car.
It’s really nice to see other people working with chaos modular vehicles and your project looks amazing!
Regards
Hey really thanks, i really enjoy dealing with this a lot.
I am using thruster sim module for this and it has a real smooth forces however i have similar issues on engine setups, think chasis module plays a big role over there with clutch ofc. However on the thruster didn’t see that issue on debug.
I found some transofmers scifi like warping sound on freesounds.org , the cue is basically doppler and modulator
but scripts for this run couple of stuff.
AudioEngine(Thrust),
AudioEngineDefault(Ambient)
AudioServo(Input Turns)
and the important one AudioSourceInertia (which is the this warping sound when thrusters get a high acceleration.)
This works however i made a better calculation literally getting distance delta and time travel and drive acceleration from there which is super good since its on game thread not on physics , visually audio wise its better
Also so far I changed vehicle setup to be more complex, testing multiplayer aspects of 3 body vehicles.
2 Standalone Thrusters
Each has 2 suspensions (soft)
One Chasis (drags)
One Aerofoil (wing) I use these as stabilzers in addition to suspension since these pods a bit on the original movie scenes kinda flying / howevering (most of the time)
Bunch of other sockets, animations etc.
1 Standalone Cockpit
This is the controller : spawns thrusters, positions, spawns constraints, position cameras etc.
Has no forces applied only one Aerofoil that lifts phsyics object with respect to contraints
Ofc gameplay wise its not mario kart anymore but I think its pretty stable with the additions, and have snappy controls/ turns/ boosts. Also Pod racing is known as being the most dangerous sport in galaxy after all
Still balancing it, since this is super nice on gamepad or analog keyboard but not so very good controls with digital keys, so will make it a bit worser turns lateral frictions to fit both worlds. It is almost the same in the multiplayer but phsyics constraints behave a bit differently so that the vehicle overall.
WOW! Thank you so much, for take your time to write and share all this. It’s extremely useful for me to see how other developers do the things. I’m just a newby in Unreal. I wrote my experience with CMV in this post
I will try the thruster component to see the differences. And analize all your message to try to understand as much a posible.
Best regards!
P.D. I don’t see transitions when you change the camera, aren’t you using GamePlay Camera System?
It’s about which forces in charge of what actually in the base, however ofcourse with networking, plus moving away from rigid body to a little bit further into actual chaos physics makes things more sophisticated but at the same time more interesting and actually something that is more fun.
I am making some additions here and there, looking what is actually being developed in the engine and how, so building some muscle power at the same time with building something not out of box but what Epic intends to be used for so I don’t have magic numbers to make it work but I rely on more feeling and behaviour of physics.
For cameras I have only 3 cameras, one 3rd preson is only with spring arm, 1st person directly onto head socket of our padavan, its kinda smooth (I don’t want it to be so smooth in first person however think i can do some easing on rotations X atleast). I don’t transition between for now, just enable disable cameras in an array , however since you mentioned think a transition something fast could be nice.
What about destruction possibilities with chaos destruction fracture in your vehicle geometry collections. I made some test videos to see the performance impact with high fractured bones?
If you don’t use a skeletal mesh with animation blueprint attached to it. In my case with Skeletal mesh I lost the ability to fracture the geometry collections. The animation is handled by the animation blueprint and when a part is broken, just get frozen. Like the wheels for example.
But any vehicle as you demonstrate can be choas destruction enabled, it’s a little bit about which parts (Fracture Bone Clusters) should be damaged.
In car case : outer shell, windows, body work is fine however if you want to go further it would be about the wheel geometry. Wheel geometry can be simply in majority of the games looses outer shell (Tire) however can be pushed further like loosing a wheel imo but would require some time to create nice fracture geometries on those wheels. That would make a good new era Carmageddon game.
In my case, similar but its harder, can be outer shell, additionally can be loss of power on thrusters with events, however since it should be balanced and since would effect gameplay negatively if this is a racing game. Can have penalties but not as punishment.
I have both skeletal meshes and GC, however right now there are some blockers in visual aspects thats why I implemented it since async phsyics and making a pod racer with ropes and stuff not looking the best cause of delays of ticking in different thread especially on network. However if we don’t care about that or we implement some other stuff on Niagara side to overcome sync issues everything can be done on the GC side as well. That time we wouldn’t have fighting systems with each other.
So its a bit of choice,
Geometry Collection fracture , Chaos owns transforms
Skeletal Mesh , Anim bp owns transforms, so when fracture happens chaos tries to write new transform, animation overwrites last position so the result is stuck positions. Simply they fight with each other and animation wins at that time. I didn’t try integrate those but will let you know when I do and as a gut feeling think it should be the best of both worlds, a nice hierarcy with base chaos with skeletal meshes, with outer fractureable gc following the base vehicles.