thank you all for the feedback, i’m taking notes and prioritizing based on several factors like difficulty, overall value etc.
- I also want to keep unreal4 support for a single reason. I have to do the development with the minimum supported version and ue4 is easier to work with and the editor runs much faster. for some reason hot reload and live coding doesn’t work in my plugin project so it’s time consuming to restart the engine anytime you make a change.
- there are already some surface presets like asphalt, grass and ice and they modify friction + they add some pseudo drag force to slow down the vehicle based on roughness parameter. I don’t prefer creating separate tire models for each type of surface, tire models are hard to tweak and harder to find proper parameter sets. my only plan about this topic is to try to get rid of fgear specific physical materials and allow the use of native physical materials.
- there will be more options for the suspension geometry, this is already improved on unity side.
- there is also some sort of wheel collision implemented on unity but it has some limitations. I’m not sure if that will be possible in unreal but I will try replicating it. it’s a tough task and hard make perfect. anyway leaving a video below.
- a turbo charger is planned
- g-force calculation is planned
- niagara support is planned
- damage is system is not planned right now
- force feedback is also a difficult topic, I did try sth. simple in unity before but it was too basic. maybe in the future.
- static mesh support may complicate the code a bit more and I think it can be delayed for upcoming versions after 2.0 but I haven’t decided on this one yet.
- I want to keep the legacy input until it’s removed, it’s easier for beginners.
- realistic ABS and ASR are in the works, they seem fine at this point, more testing will done.
- EBD and torque vectoring stuff are in my list but lower priority.