FGear Vehicle Physics (v1.4)

@Syedhs
yes fgear 2.0 has a more accurate drivetrain now which means it is more realistic but still you can get the arcade behavior with assists.

@Davit_Masia
did you check the whole video above, you can see an example of smoothed collisions(optional). contacts are modified so that the vehicle is more eager to continue it’s overall motion.

Yes, i checked the video but that behaviour actually fixed on my side with actual FGear:

  1. in physics assets settings, in advanced, there is a “smooth edge collisions” that fixes.

  1. Also disable “Inertia Conditioning”:

With that two changes even in a straight line made with blocks and the car accel and colliding against the wall it never stops at the edges, it always slides.

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The problem is when 2 cars collides, their reaction is not realistic as expected, even playing with mass, gravity or collision collider and remember there was some chaos function or related stuff that may improve but it was complex due means change how physics works ¿? and you had not experience and said you may look in future, so that was my question.

Edit: I already have that the wheels not collide agains other wheels or car collider to avoid the car go to sky or rolls in some situation on collision.

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1- “smooth edge collisions” is not found in unity or unreal4. idk if it works similar to my solution.

2- “Inertia Conditioning” doesn’t sound like useful for fgear unless there are constraints on the vehicle. it is also not found in unity.

the way collisions are handled in physics engines may not be good for simulating the crash of vehicles. real vehicles deform a lot before bouncing back so allowing a certain level of penetration may be helpful. in fgear2 there will be a collision helper tool for smoothing collisions and allowing a certain level of penetration.

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this looks amazing, now for a important question, will it be possible to start on the current plugin and update to 2.0 in a quick manner, or would it be better to wait

unfortunately it won’t be possible to easily migrate from 1 to 2.
1.x uses components whereas 2.x does not, you would have to recreate the vehicles from scratch.
reparenting may keep the root mesh but the rest will be gone.
maybe you could use an AI tool to accelerate that process, have both plugins installed and tell the AI to create 2.x versions of the vehicles, can’t promise it would work though.

the benefit of using 1.x is about being accustomed to settings, while 2.x has new stuff, most of the existing parameters will still exist on 2.x.

Any ETA on the release?

no eta yet.
I’m done adding new features and now testing and polishing.
when I’m satisfied with its state unity version will come out first.
unreal version will follow shortly after.

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a preview video for unity version is live

demo can be downloaded here

any feedback is welcome.

From what i tested the collisions against objects like tyres and cones or walls looks good, but maybe is how unity handles, will see in UE.

I will recommend increasing steering input gravity and steer speed curve for better testing. Actual preview not shows how good the handling can be. Trying to counter steer or change direction for corrections is not possible due slow changes. Will be great if you can add some sliders to setup the major changes, including suspension, so people spend time tweaking to see if can get something that works for their needs.

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Hi, how can I remove the motion blur from the wheels while keeping the general motion blur? There’s a video explaining this, but since the fgear animation instance is different, the function shown in the video doesn’t appear. Has anyone found a solution for this? If possible, I’d love to see a video or images of how you managed to do it—I’d really appreciate it.

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we turned “per bone motion blur” off for the skeletal meshes, idk if that would help.

fgear animation instance is not different, it derives from unreal’s anim instance class. that node may require a plugin to be installed.

Using FGearAI, wonder if there is any workaround or some tweak to fix this.

I use some setup to cut corners and steer fast which on short segments works great.

The problem is when on a long straight it reaches 200kmh and needs to take a 90º curve it crash due slides too much.

I can increase braking distance and fixes, but then on slow sections and corners it brakes to soon and makes me change all spline points to acomodate to the new behaviour.

Is there any workaround i can try?

you can try modifying “speed coefficient curve” so that the look ahead distance increases more with speed(the curve in example project gives 4x scale at 200 km/h).
one possible side effect is that the steering is also affected from this curve, you should try and see if it helps.
in the worst case a separate curve for steering and braking might be needed to get full control over AI behavior.

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Already tried and fixes that curve but gives different behaviour to others and car crash due the spline is designed to cut corners very efficient and any change breaks all. And if i change the points it fixes but the time per lap decreases various seconds due now in all points will brake too much, due each curve at any speed needs different handling.

Realized each point in the spline have their own values. Will be possible add multipliers for braking distance, Steering distance and full steer angle? So i can go to point 4 and set braking distance multiplier to 1.4 to brake 40% more and decrease full steer angle to avoid steer too fast and less slide.

Then you can fine-tune per point to fix any curve individually without mess with all other points.

Is Possible? Or too complex for an extra feature?

anything is possible but currently I have no plans for improving the AI controller.

I think you should be able to either roll your own solution or extend upon my controller.

I could satisfy your specific need but the AI is still primitive and can’t be used for production.

I see, no problem then, gonna do some research in FAB. Just wanted to avoid add a third plugin for AI. If they have similar problems or setup per track will cost similar guess will hire somebody to customize the actual one.

It’s inside the Chaos Vehicles Plugin and the anim class it works in is specific to that plugin. I created a test anim instance based off of the chaos vehicle one, copied the bp with bp2ai, put it in claude and ported it to work with fgear (my own anim bp class for my game, fgear as a parent class). Works beautifully. I never thought I’d solve that annoying issue.

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Thats great! Can you share it with @lazybitgames so it can be added to the new plugin?

Has anyone here used an AI system from the marketplace for Fgear? I’m looking for one that’s good for racing against the AI; I’d appreciate any recommendations.

Im in the same position, actually using FGear autodrive but config a complete track correctly can take one day and still cars cant do weird things i may improve some stuff to see if solves problems.

About marketplace, the most complete one i found is this one, but is expensive.

Is for chaos, but already asked to dev if will be possible use with FGear and no problem, also they have a discord for support in case of any issues. The same dev have another 2 plugins for drifting cars AI and Chasing cars for police AI.

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If you are looking to code your own:

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If you or anybody have or found an alternative please share.