@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.