FGear Vehicle Physics (v1.4)

v1.1 is available now

CHANGELOG

  • Network replication
  • Suspension improvements including hard contact option
  • Auto reverse option for transmission
  • Sample backfire implementation for FGearEffects component
  • Runtime modification map for example project
  • Enter/exit vehicle map for example project
  • Stress test map for example project
  • Multiplayer map for example project
  • Two additional sample setups for the sandbox map
  • Minor improvements and bug fixes

Additional Notes:
-For network replication we tried to use regular pawn replication and tried to make it work along with physics. We only send/receive user input in addition to pawn replication so the effects are triggered like a local game which makes things easier. Depending on your feedback(if it is problematic) we may rewrite our current approach in the future releases.
-About the multiplayer map you can set player count and test directly or tick dedicated server option and pick the server and join by entering ip address.
-You can set the vehicle mass, center of mass offset and inertia scale at runtime with this version.
-You can assign a new torque curve to the engine at runtime with this version.
-You can get max engine power(kw) and max power rpm with this version.
-You can get max speed for each gear with this version.