FGear Vehicle Physics (v1.4)

Thanks already fixed, it was the new rolling friction.

Hello @lazybitgames My car handles well, but I’ve noticed that at speeds like 100 km/h, when I turn slightly to the right, the car continues to slowly veer to the right even after I release the button. However, when turning left and releasing the button, everything is fine. It seems to be a lateral force issue. I’ve reviewed a lot of data, but I can’t find a solution.

I don’t see that kind of behavior in example project.
make sure your vehicle has symmetry, check physics body and wheel locations, even a small offset can ruin the balance.
does it happen when throttle is on or does it also happen when the car is in neutral?
based on that you may also try to use open differential and see if that makes a difference.

Hi, I made a simple model but nothing, it keeps rotating that way, I don’t know what to do

do you use convex casting, if so try ray cast and see if that makes a difference.

can you recreate the issue with a car model from the example project, if so send me the json of the vehicle and point out the mesh to use, I could help you if I can recreate the issue.

Hi @lazybitgames

278hptest.json (8.2 KB)

it seems the tire model “Fgeartire96” was causing the car to pull to one side. I replaced it with “tire96” and it was fixed. Now I’ve built a car with 278hp and rear-wheel drive, but it won’t even reach 200 km/h. I’ll send the JSON file so you can verify that it’s wrong. I would appreciate your help.

your vehicle is about 208 hp not 278 because your torque share is 0.75 on the back and 0.0 on the front.
if the acceleration is low at high speeds reduce rolling resistance coeff (wheel friction coeff in the latest version) and reduce aero drag.

It’s a rear-wheel drive car, I understand the aerodynamics aspect, so how can I actually get 278hp with rear-wheel drive?

put all torque to rear wheels then currently you are not using %25 of the engine torque.
basically set torque share of rear axle to 1.0

I did it, but I can’t even reach 200 km/h. It probably takes more than a minute to get there. I just don’t understand.

You need to debug whats the problem and increase or lower some values drastically to know which one is the problem or which ones helps or not in your case, then setup according to your needs.

In my case cars are AWD, i have torque share at 0.5 front and rear, and reach 200km/h in 8s but also my cars are around 600hp (Rally, rallycross & Gymkhana)

Besides what lazybitgames said try also this:

I reviewed your .json, and you have
“Engine_TorqueScale”: 0.56999999284744263,

Set to 1. If you need an exact HP edit always the torque curve.

Also check gear ratios, if they are wrong the car may struggle to upshift due not enough power, i saw you have this:
“Transmission_GearRatios”: [ 3.4, 2.015, 1.39, 1, 0.76, 5.07 ],
“Transmission_FinalGearRatio”: 4.0999999046325684,

On gear ratios i have 6 and setup like:
3.6 | 2.8 | 2.0 | 1.6 | 1.2 | 1

If your car have to be 278hp and 5 gears you may need to increase the first gear ratio like 4 or more instead of 3.4 so it gives more power to get enough accel to start.

Also in final gear ratio, higer values = Faster accelerations, you have 4, try more( i have there 4.4.)

Also posting a video of the car accel from still to max with debugs enabled will help more to know where the problem is.

Edit: and this is my engine curve. Notice it starts at 600 and 2k rpm, due i have set idle rpm to 2000, you have 1500. In this setup i have max 700and the curve is crafted exactly as my needs to get enough power to upshift when needed but not too much to avoid slide, thats something each car needs to be fine-tunning for best behaviour.

I also tried your json and fixed it with reducing rolling resistance and aero drag. 0-200 was around 25 secs. which is fine.

Good information. What I do is base it on the actual transmission values ​​of the cars to have a more accurate example. This may be due to the curve I have, because even increasing its power makes it more complex.

Despite this, my car still has acceleration problems. Can someone give me a correct power curve? What values ​​should I change? Is this probably because of the car model, since FGear models work well and accelerate correctly? What’s the best way to import a custom car? Also, if I add parts like steering wheels, seats, and interior components, would that affect the car’s weight? That’s what comes to mind, unfortunately.

another thing to be careful about, use zero or very small drag values for the physics body, it can interfere with the simulation. I recommended comparing your root mesh settings with a vehicle from the example project. adding parts won’t change the mass, they might change the location of center of mass and inertia.

4 Likes

Looks promising! Then 2.0 means new plugin to buy? (Since i guess is a total rework)

yes, majority of critical parts of the plugin is reimplemented.

Looks great. What is the direction of FGear 2.0 - is it toward more realistic simulation?

Another cuestion, what about the improvement in collisions we talked?
I remember there was some function to override/improve the collisions but was complex and you said you will have to take a look.

In v2 has been improved or plans to do it or same as v1?

Edit: I think it was “FCollisionContactModifier” or something similar?