FGear Vehicle Physics (v1.4)

I’d love to get the settings for the Ferrari in the track demo.

download the sample project, link available in the market page.

the original settings are lost but as far as i remember it was similar to the rwd setup in sandbox demo, the car had lower center of mass and had some recovery assists.

Hey! Any news for replication multiplayer fix update?

yes, we will release v1.3 soon but we have not implemented a proper client prediction yet so this version will contain a server authoritative replication component that handles input synchronization + a dead reckoning algorithm. we made a couple of experimentations with client prediction but it is not working as expected yet and we do not want to delay the release too much, we will continue working on the issue.

The bike is missing. Can I get the settings for it, too?
Thanks.

bike sample is in v1.3, it will be released in a short time.

hi,

v1.3 files are uploaded and pending for approval.

i am not sure if the publisher page is changed or i was confused but i could not properly update the plugin files so i had to remove 4.22-4.24 files from the current version, i hope they will fix it with the uploaded files. additionally you can only provide 3 versions for code plugins so 4.22 support is dropped.

updated documentations and sample project is also uploaded.

using the new sample project with older versions may cause problems so please wait for the plugin update.

i will post a change log when the new version is published.

thank you.

Hi Yunus, Looking forward to it, where is the example project link please?

the link is available in the market page but v1.3 is not approved yet so the current sample project may or may not work properly with v1.2
if you need to download the sample project for v1.2 i can upload and provide a link, just drop a mail.

Will do cheers, just built a new pc so setting everything backup so will scout links asap.

Recently updated my project to 4.25 as u know and still running sweet, tackling a few vehicle selection screens and colour choices etc. Hope to have something visual soon for few videos.

Thanks as always for you support… I still continue to fly the fgear flag, awesome.

Do we have any Change Log details for 1.3 we can view :slight_smile:

will post it when it is released on the marketplace.

Thank You!

i have to repost this:

if you have recently purchased the plugin you will get v1.2 but the sample project on the market page is v1.3
until the new version is available download this sample instead : https://www.dropbox.com/s/fepguhi60v…v.1.2.rar?dl=0

regards.

Just an FYI, but as of now, it only shows 4.25 being supported.

fgear_425_02.JPG

Is Replication implemented in that one?

yes, read my post in the previous page, it should be fixed when v1.3 is released.

Hello! I’m looking forward to the 1.3 release, but don’t you think this FGear update on EpicGamesLauncher is taking a long time to appear? Previous updates appeared a day after the message from lazybitgames (v1.N files are uploaded and pending for approval.)?

well, it is up to the epic team, nothing i can do besides i uploaded on saturday so it is actually the second work day after the upload.

CHANGELOG v1.3
Server authorative replication(no client prediction yet)
Motocycle sample with BikeHelper assist(ArcadeAssists)
New DragRace map for the sample project
Substep tick event available for blueprints
Ability to drive on moving rigidbodies
Improvements and bug fixes

Additional Notes:
-“Allow Wheel Rotation Against Engine” option had a problem that prevented vehicles from stopping on flat surfaces, this is fixed now.
-Torque splitter assist could be problematic with low frame rates, this is fixed now.
-Sphere casting could fail to generate a contact in some cases, this is fixed now.
-There was a bug that effected 4wd vehicles that have different radius for each axle(like a tractor), this is fixed now.
-Instant suspension contacts could generate huge forces, resulting forces are clamped now.
-Antirollbars in arcade assists were buggy, they are adapted to the current suspension implementation.
-There exists some self steering issues, one of them is caused by the “(Mx)Overturn Moment Scale” parameter and it happens at high speeds like 300+ kmh. Another issue can occur because of the “Combined Lateral” options of a tire model. Setting some parameters(RVY1-6) to zero can solve the issue.
-We used to enable/disable standard input component when the vehicle is possesed/unpossesed. This is removed now so the user has to do that manually. The sandbox maps level blueprint is adapted to this change.
-In some rare cases the standard input component could cause a random crash. We suspected of a garbage collection issue and updated the UInputComponent as an UPROPERTY. The problems seems to be resolved now.
-Skidmark normals were based on vehicle up direction, replaced with surface normal now.
-You can inject inputs to the StandardInput component now, for ex. in MobileInput.map inputs are not directly applied to the vehicle but injected to the StandardInput now. This way you can benefit from its filters and steering assist.
-DragRace map showcases the use of “SetStartGridMode” function in StandardInput component.
-Each assist in ArcadeAssists component has enable/disable option now, they are all off by default.
-4.22 support is droppped, epic do not allow more then 3 versions to be uploaded.

Replication Notes:
-Replication component implements input and state synchronization, client prediction is not working correctly yet(you will feel the lag) so it is delayed for the next release.
-Bandwidth optimization was also not the focus of this release, the result of client prediction will show us if we can compress inputs and/or state data.
-Projective velocity blending is preferred over interpolation for state synchronization, it shows the vehicles closer to their real locations but it can suffer from spikes in frame or ping rates.
-Replication does not work properly with 32 bit windows builds, the reason is unknown but somehow rotations(FQuat) are not replicated.
-When testing replication(listen server) with separate windows(different processes with multiple displays) the window that loses focus becomes erratic in framerate so it seems like it does not work smooth but this does not happen with 4.22 or with a dedicated server.
-Stable framerate is important so the best is to have a fixed framerate or at least limited to some value like 60fps.
-When using a dedicated server make sure you limit the tick rates or you will experience huge delays, you can add the following lines to the DefaultEngine.ini file:

[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxNetTickRate=60
NetServerMaxTickRate=60
LanServerMaxTickRate=60
NetClientTicksPerSecond=60
bClampListenServerTickRates=true