FGear Vehicle Physics (v1.4)

I don’t think it’s a bug, it’s normal for a vehicle with an automatic transmission in D to move forward slowly even without pressing the accelerator. I tested it here on a clean project and the car doesn’t move when in N or with the clutch pressed.
I think you should keep both systems, the “Hill-holder assist” for arcade vehicles with automatic transmission and the “Allow Wheel Rotation Against Engine” for vehicles with manual transmissions. (In “Hill-holder assist”, it might be better to remove the “On Brake State Changed” when the vehicle is on a flat surface, it’s strange to see the brake light turn on without pressing the brake.)

Thanks for the code!
It worked! I finally managed to make the physical wheel follow exactly the rotation arc of the visible wheel in relation to the kingpin (for an offroad game with rock crawling it is very important that the wheel has perfect contact even with the smallest rocks).

About the replay, I wanted to do something super light, using a vehicle proxy without physics or anything, then I should be able to record and reproduce everything related to the vehicle and the wheels, I can also record things like the brake light and backfire through the events, the only thing missing would be the moments where the dust fx was activated. Would it be too much work to expose a boolean variable indicating whether the fx is active or not? (I believe it would also be useful to reproduce the skidding sound)

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