Great, the stall system is working perfectly. Thank you!
Possible Bugs:
- When starting the game with the car in neutral, none of the brakes work (hand/pedal), only after engaging a gear do the brakes work.
- After passing from a surface with high roughness (FGPhy) to a surface with standard Unreal physics:
- Using semi-automatic or manual gear, the engine stops revving when engaging any higher gear.
- Using automatic gear: it no longer shift to up gears.
Suggestions:
Some functions that are only triggered by the plugin could become events, such as Stall and Sleep, for example, when the vehicle stalls, the dev can use the event to turn off the dashboard lights or trigger some sound, etc.
When you are on a low-friction, high-roughness surface, such as in a mud pit, it is very easy to turn the vehicle practically on its own axis without any effort. I believe it would be more interesting if the vehicle had more resistance to turning.
Question:
I don’t have access to an automatic car. I would like to know how this type of vehicle behaves when it cannot climb a steep hill? Considering that the player will keep his foot on the accelerator without using the brakes: Does the vehicle stall? Does the vehicle go down? Does the engine rev?
In the case of the plugin with automatic transmission activated, the vehicle remains stationary and the engine does not rev. Is this correct? (With stall assist on, the tires skids and the engine rev. Personally, I find this method more interesting, but even with this assist on, the previous behavior still happens sometimes.)
In the case of the manual vehicle, it loses power until it stalls and is held by the gear (it is now possible to replicate this behavior with the new plugin’s stall option).