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
xDennis0811: the road toal work with 4.15.
issam1975: hey thats actually a great idea! Iāll 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
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 itās 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, 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.
I have no idea who āDavidNsilvaā 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?