Hi there,
Yeah I am on main branch atm, it writes 5.8 generally I update every 1 - 2 days depending on my schedule of time available, since it takes a bit time to rebuild.
So short answer is Yes, I felt some changes and saw some changes and as it should be since this is being developed, its nature is that. I generally felt some suspension changes like you said and these were generally fixed by playing with some numbers.
Additionally this changes can come from many places, suspension component not being touched doesn’t necessaryly means that it would behave the same. Since the rates can change, suspension and wheels components is at the moment in the code base are hand to hand on phsyics tick depending on some conditions. Also simpy anything in Substepping / async physics tick would change some behaviours in addition to tensors, spring rates and so on.
I sent a CL regarding the wheels dipping and wheel behaviour change that considers the wheel width, lean factor and accumulates suspension ray traces to opposite direction (to the edges of the wheel), since wheel width has many things to be implemented (Friction, SlipGraph, Also maybe contact surface detection but think that would be too specific) maybe this CL get implemented already before my request, or maybe gets implemented some other way or maybe can be rejected to maintain unification of behaviours neglecting this as a bug or improvement. It’s a trade off, right now designer can control it and generally an improvement. it’s here
So didn’t know or tried the custom renderer types but will.Custom Renderer Type that explains the smooth camera and motion. The proxy renderer path can introduce interpolation artifacts with async physics. Removing it forces direct transform usage from solver would feel better imo.
The “anticipation crash” this also sometimes can happen, I saw in my wrecking ball on network. It’s like the breaking threshold almost reached, the links are about to brake but didn’t so it can feel like its from future and rewinded back, but think its not about the rewind its just about the constraints imo. Ofcourse this is a bit gut feeling.
Besides I am generally over stabilization and testing some high speed stuff on PODs, also invented a new turn control with the chasis model. I was able to change the simulation variables on runtime in vehicle chasis with input from client. That gave me some cool stuff like air brakes at the moment playing with that before moving a bit more forward to dynamic suspensions and some assist layers with respect to pods chaotic nature but so far so good tbh, I was able to achieve 800+ kmph speeds without any casulties on quite rugged surfaces and almost the same behaviours in the multiplayer (local). Sebulba gets stronger.
This is the chasis changes I did for runtime changes https://github.com/EpicGames/UnrealEngine/commit/7ee605df5f7201b114eac2d331d34264493a374d
Probably its not the best approach to it
but it works surprisingly well at the moment.