Thank you it works! Just one more question, I know its very wide-range question. But this is the most common problem of mine, at certain speed, I cant control the car anyomre, its sliding so much, no matter how much asphalt friction is… Steering assist, etc nothing is useful for that. Do you have any recommendation?
define high speed, is it over 100, 200 or 300 kmh?
and define sliding, do you have understeering(the car can not turn) or oversteering(turn too much, spin out) problems?
After 150kmh +, I cannot control the car anymore. If I press left or right, car start to spin. And before that its hard to steer because even a tiny pressing of button car become very unstable.
Undesteer assist %25,
Oversteer %25.
ABS & ASR: %100
Min over steer angle 20
Front Rear Anti Roll power 0
Aerodynamics 0.8 and 0.2
Using line trace 3 raycount
Engine friction Torque 100, idle rpm 1200, limit rpm 6000, engine limiter time 100, inertia 0,25
I am also using arcade assist, understeer power is 100 and oversteer recover power is 1000, full recover assist speed 50
you are definitely overusing assists, for ex. you are both using regular stability assists that use brakes and arcade assists that apply external forces. it is obvious that you can not control the car with those settings.
cancel all assist, drive and detect what the car needs, do not expect to make sharp turns at 200 kmh.
try to get a good feeling by adjusting inertia scale, center of mass, tire and suspension settings first, keep it realistic.
if it is an rwd car, you can use the torque splitter in arcade assists or just give %5 traction to front wheels, it makes a slight difference.
unless you are making a totally arcade game, assists should be like small adjusters.
Hey @lazybitgames bit of a request - Would it be possible to get a motorcycle sample vehicle with the next version?
Also a discord server would be nice
a motorcyle sample will be available in the next release.
Good to hear
How about monowheel sample and fake hovering vehicle (invisible wheels?) ?
all can be faked just like motorcycles but no plan for further samples, at least for the next release.
I’m in the process of converting my game over to this plugin and ran into a problem with the handbrake not working with standard Input disabled. It works fine if standard input is enabled, but I can’t get it to work if it’s disabled. I checked my Handbrake Axis(0-1) to make sure it’s getting input and it is. Not sure if I’m missing something. Thanks.
set brake and handbrake with the same node, handbrake input is boolean, may be i should make it ranged too.
I apologize, but I don’t quite understand how to hook it to the same node.
something like this:
The car wouldn’t move for me at all with this setup.
Changing out the node to this works.
Making the Handbrake have its own node and be ranged like you said would be awesome! But this works. Thanks!
Another question regarding the handbrake. I have an automatic transmission shifter that shifts through gears (Park, Reverse, Neutral, Drive, 1st) that I had setup for the previous physics plugin. Everything except Park (using the Handbrake) works. I’m using the Handbrake in Park to stop the vehicle and I’m getting input, but it doesn’t do anything. It only works when I use the ‘handbrake’ input key (Spacebar). I’m not sure how else to make it work given that it only works on bool. Thanks.
yea my mistake.
are you calling setBraking multiple times, may be you are cancelling what you do.
set a variable, only change that, call setBraking once every tick, it should be fine.
I’m only calling it once. It doesn’t work unless I hit the spacebar (handbrake input). I tried only using the bool and it still doesn’t work. Not sure why.
Axis bindings are constantly executing, even if the button isn’t pressed (Value will be 0 without input) so you want to use a branch to check you’re not in park on the Axis but also, for the Handbrake binding, on Pressed just use a flipflop node and use the “Is A” bool output to set the parked variable
NOTE: I haven’t actually done this but it should work.
Well, I’m dumb lol. I had another handbrake input call in my Master Vehicle that I didn’t see until now because I’ve been working in the Master Player Vehicle (child of Master Vehicle). It’s working now.
I think I found a bug with input. With my AI vehicle, he would continue to drive in a circle after being killed, which should be impossible since standard input is disabled. I checked the BP debug filter to check in realtime and I confirmed he wasn’t receiving any input. So I thought maybe mStandardInput wasn’t being disabled entirely, so I enabled it, set the throttle and steering to ‘none’, then disabled it again. Then the car wouldn’t move or steer, even though the debug filter said it was getting input and standard input is supposed to be disabled. My base player and AI vehicle are now the same, so I confirmed it with player input and it’s the same thing.
EDIT: I just confirmed it with someone else on a different machine.