Custom physic vehicle simulation! Project download included

There is update version 2.0! So many upgrades!

Forgot 3ds was running. I have an average of 96 fps, not 75. And my computer really is not what you could call a beast or anything.

Version 2.0 (ue 4.15): http://www.mediafire.com/file/1cpk6arv3d7sbal/Physic_Vehicle_2.0.7z

What do you guys think of the debug menu? and what would you like to be added to it?

YES :slight_smile:
Very good!

update 2.1 :slight_smile:

Very good work with Version 2.1 and I like the Debug menu but do you know if the RapidRoadTool you used is compatible with Unreal Engine 4.15 ? :slight_smile:

i havenā€™t tried this yet but looks awesome !!! , gj as usual :slight_smile:

if i remember you said that this version include a time of the day system , so it would be nice to integrate a widget to control that in the game .

one cool feature would be to manage to have some kind of using a analog clutch to go from stationary to full throttle and if you release the clutch to fast and the rpm drops below the minimum required for that gear the motor will die - like starting the drive on a real car :wink:

xDennis0811: the road toal work with 4.15.
issam1975: hey thats actually a great idea! Iā€™ll be sure to add this to 2.2. thanks for the idea ^^
Adnoh: hmmm, not without a specialised wheel and pedal controller. gamepad only has 2 triggers, then one analog stick is for the camera and the other for steering. I can totally program the clutch like that but how are you going to use it?

Hi guys! New update coming tomorow! Including manual gearbox with stalling system, daytime selection, Fixed respawn car at location and a few other tweakings :slight_smile:

Then Im just too stupid to use it haha because when Im using it the Mesh only duplicates :confused:

you will need to be more specific than that xD and idk, maybe I think it is simple because I compare it with version 1.0 and because I made it myself so I know the mechanics all too well. If anyone feel like this project need a proper documentation then I will be glad to make it.

Hey, I have tried your project. Overall I like it, but can you please tune the turning to match controller, because itā€™s as if I am using a keyboard. What I mean is if I turn my wheel at +45 degrees I have to wait the game to catch up with the animation. I think it should be instant.

well I exposed the steering rise and steering fall variable, tweek them to how you likeā€¦

Hi! Iā€™ll be working on making the vehicles work over multiplayer for a while! So you can implement these cars in your multiplayer games :slight_smile:

Great template JX53mb!

Thanks a lot for sharing it:)

This looks awesome, is there any that this can be made to work with a two wheeled vehicle?

Well, if you look at the anti-roll system you should get a good idea on how to keep the 2-wheeled vehicle upright, and other than that the code is the same I guess.

new update! check out the first post for link and video!

Hi DavidNsilva,

I have the same problemā€¦
Could share the solutionā€¦

For idea here is the screengrabā€¦
screenshot.jpg

Thank you,

I have no idea who ā€œDavidNsilvaā€ is, but it look like you setup the physic asset for that car the wrong way. Could these doors be colliding with the body? and also why are those doors simulating physic rather than using an animation blueprint?