@lazybitgames I found an open source plugin for suspension that should give more accurate results. No idea if possible and how hard will be integrate into FGear but let it here in case you are interested and want to check.
Github:
@lazybitgames I found an open source plugin for suspension that should give more accurate results. No idea if possible and how hard will be integrate into FGear but let it here in case you are interested and want to check.
Github:
even with the current fgear you could simulate mcpherson and double wishbone by modifying certain parameters at runtime but the gains you would get have very little effect on the simulation.
the plugin looks cool regardless, iāll check it out.
The example project doesnāt work in UE5.7
This does work fine, ensure you right click the *.uproject and switch engine versions and you have the 5.7 plugin updated on Epic Launcher.
Also any errors you are getting would help
@lazybitgames iām having an issue with the fgear suspension , as you can see in the top left i disabled the anti roll , my CoM is in the normal location but when I turn left the car leans left , shouldnt be the opposite?
yes, it looks odd.
you can try raising the com position further up to check if that makes any difference.
I actually found the fix , the issue was that the SK had a lower clearance , i have no idea why but i raised the body of the car a couple centimeters in blender and it worked
@lazybitgames can you do this test for me? put a long suspension in a car and drive in circles? the longer the suspension the more the car will lean to the inside of the curve
30 in the spring rate , 0.07 up travel and 0.07 down travel should have body roll but 0.3 travel doesnt
I donāt need to do any testing, I know the outcome, itāll behave as expected.
you can try any vehicle in the example project and see it yourself.
make sure your root bone is at zero(0,0,0) origin.
Iām trying to make a vehicle with an open wheel design. However I noticed that when selecting the convex query option, the wheels end up clipping into walls (surfaces with 90 degree angles)
The line trace doesnāt seem to have this issue. Is there an option that prevents that from happening?
all ray/shape cast based wheels suffer from that issue, fgear is not an exception.
idk why it differs between line and convex in your case.
you can cover the upper portion of the wheel with a collider as a workaround.
if you check my earlier post here I experimented with a better workaround in unity, basically I attached a collider to the wheel which is a bit smaller(%5) then the actual wheel. the collider moves with the wheel so it is kinematic but it can push dynamics objects and prevents clipping to other geometry. it works good on smooth surfaces but it can slow down the vehicle for edge cases like stair climbing or hard landing etc. it needs additional tricks to compensate for those cases. I havenāt tried this with unreal but I think itās worth a try.
Thanks, thatās a clever solution.
Just minor bugs i found:
In Standard Input > Steer Sensivity(Slider), has the same caption as Steer Speed(Curve).
Also in Shifter type appears āManuelā instead of āManualā.
@lazybitgames its been a while. Any progress on future updates?
while I made good progress on the features the future of the plugin is undetermined. the state of the code isnāt stable yet, it requires a lot of testing and bug fixing. I donāt want to release it to make customers my testers. Iām thinking of developing my own game with it before any release.
additionally the problem of releasing the plugin is that you make a lot of effort but in return you do not make much money and the code gets pirated in a very short time. for that reason if I release this it wonāt be open source anymore or the open source version will be much more expensive.
so do not expect a release in the short term.