FGear Vehicle Physics (v1.4)

I’m not using discord normally but decided to create a channel FGear Vehicle Physics

there is a common place for anyone and there is a private channel for support.

you can join the private channel with your invoice number.

1 Like

also approaching the 2.0 release for unity.

you can try the demo here.

any feedback is welcome.

Oh! In the final video there are lots of features, and one is “Tire Deformation” ? For Unreal Engine too? same for all other features?

yes but tire deformation is a simulation feature, do not expect the tire mesh to deform, tires will sink into ground when deformed.
a proper material with a custom shader is needed for mesh deformation.

Well, still a nice feature, if i remember well Dirt Rally 2 or similar not had real tire deformation but used a shader or tire animation to fake it and the results were convincing so well will test.

Any chance to add that blur fix into FGear anim like the previous guy? To avoid messing with the FGearWheel code and get the same approach as chaos vehicles?

Good morning all, I’ve recently created a complete “Racing AI Constructor” system which works for a few vehicle physics types, Fgear is on that list as you know It’s something I’ve use for many years.I was also in need of some decent AI without the generic methods.

I haven’t been able to release this of yet due to time lately, the Chaos version will be released soon on Fab but for other vehicle physics like Fgear, Rtune and others from research I won’t be able to submit that to sell on Fab due to it requiring 3rd party plugins @lazybitgames such as Fgear. SO this will have to be sold on other sites either my own website or from Gumroad.

Be nice for all to see this as its a huge piece of work and the results it has yielded for what I wanted have been amazing.

Its fully working and packed with many features including a complete Race Manager. obstacle avoidance, formations, start methods too many to mention, complete pop up editor ui .

@lazybitgames Hope you don’t mind me posting my Discord here as would be nice for all fgear users to see - HyperSolutions - Lots more info, videos and happy to chat with anybody.

Here is an example of the Fgear version

1 Like

i’ll look into the motion blur fix.

@PerfsPC looking great, keep it up.

1 Like

Wow! That looks so well made and profesional! thanks for share!

In the last moment of the video it crash, any idea what failed there? Also it looks goes in some direction and only at certain distance steer drastically. Guess the raytracing can be increased,etc… to act with more prevision? Also will be great a video with a track with more fast & slow curves and cars, like in a RallyCross, there is when you can find the edge cases and most interested am i.

Thanks, pop into the Discord as lots more stuff in there relating to the Racing AI Constructor.

Hello, is this not for sale? I don’t see any link for that—only the Discord.

It will be, message in discord and have a read in the dedicated Racing AI Constructor Channels

hello @Davit_Masia Since you’re quite active on this Fgear forum, have you managed to get the car collisions working well? Even though I’ve made some improvements using “physics materials,” the car still seems to fly or feel almost weightless when it hits something at any significant speed. It’s really frustrating—especially when I add AI, because the collisions end up looking terrible; it makes the whole thing feel like a super cheap game.

Nope i still have that issue, no idea if in FGear 2.0 collisions will be improved in that way.

Actually my cars have -1600 for gravity instead of 980, this fixes the floating feeling when jumping from a ramp and helps to stick the car more in the floor. Also using 1700 for the car mass actually.

For inertia scale i use 2,1,2.4 (XYZ) that also helps a bit, with driving too to make the car have more weight. My update rate set to 480 which seems feels better in car driving and not sure if something about collisions too, at certain point hard to tell.

One bug i fixed is disable wheel collision against other cars (wheels, custom collision…) this solved an issue when car collides again other car while racing and the wheel penetrates the physical collision box, it just jumped like a paper car, now never happened again.

But seems in FGear 2.0 there will be an option to add collisions to wheels so maybe it may fix this and other scenarios where the wheel collides again a car or object and pushes the car to feel like a paper. Also in FGearCUstomCollision i have set a physical material with 0 resitution and low friction, i may need to tweak other values to improve or reduce that feeling.

Had planned more tests regarding this issue, but since FGear 2.0 is coming will wait to see how it handles first.

Also if i remember well, in one of my test restricted the Z axis and the behaviour changed totally and the feeling was so good, the cars feeling very solid. I was thinking to leave that on flat track and maybe on ramps unlock, but thats was an extreme solution.

Knowing this anothr of my tests tried on collisions add some negative force on Z to neutralize this scenarios, the problem is that some times the car sticked too much in the floor and other times not was enough, very hard to setup properly to work well in all scenarios.

Btw, as said in FGear 2.0 will do another tests. If lazybitgames or somebody else know some tricks, please share them.

It seems the fgear 2.0 demo has already resolved all of this, but we’re currently using version 1.0. As for the weight—the issue is that the car will end up being slower. We’d essentially be flying blind while trying to nail down realistic values; I imagine gravity also affects grip—what a mess.

Yes, adding more gravity, mass… affects grip, you end tweaking values with their pros/cons to get the handling as much close as you want.

Btw, can you share a video playing around to show what kind of collisions and at which speed it happens all them? Against obstacles, other cars… or any other scenarios.

BTW, Also tried other vehicle physics plugins to see how they react on collisions at high speed and are horrible.

Some of them at 60km hitting a sidewalk curb it just get upside down.

For example, this is from the “Top Ranked Vehicle System for UE5” as they claim.

This is what i got using FGear after all tweaks:

Btw, I think at the end, besides the plugin you use, you will need to do your tests and fix X scenarios as better as you can.
/

Another important thing that reduces the car flying on hitting objects at high speeds is a good collision box, shape and placement. When more distance from the floor the collision is = less weird things will do as i tested.

collisions are handled by the physics engine so the vehicle physics plugins do not have much role in it.
in a real car crash vehicles deform and absorb the energy but rigid bodies just bounce or kill the kinetic energy.
in fgear 2.0, I added some options to modify the handling of contacts like smoothing and allowing penetrations, hopefully they will be useful for getting better results.

It’s not the fault of the Fgear physics developer, it’s the unreal engine’s fault. Unfortunately, since ue4 the problem persists, preferring to make nonsense instead of providing real solutions.

I saw the Unity version already has been released, Any ETA for the UE version?