Is there anything special we should do on upgrade, or just upgrade the plugin and we should be good?
should be fine(only tested for a simple scenario) but make a backup in any case.
the only thing you may need to check is the arcade assists, each assist has on/off option now and they are off by default.
Do you mean that when a car jumps from a very high springboard and lands the car no longer bounces like a toy car?
no there is no change in suspension model, this clamps the force when an instant contact generates more then %100 compression, fixes a specific case.
currently enabling āhard contact optionā can cause bounces or the rigidbody can hit the ground hard and bounce.
found a critical bug in 1.3 which breaks the suspensions at low frame rates, we will release a minor update to fix this.
also we have updated the āsuspension hard contactā implementation to prevent bouncing that happens when the vehicles falls from height.
the update will probably be released next week, thanks for your understanding.
Hi! I noticed that. If StickyTireMaxSpeed is set to value = 5 and SuspensionHardContact is activated, the car continues to generate huge suspension forces. (
i could not recreate the issue but sticky tires is an experimental feature and it can behave problematic in certain cases.
also hard contact will be updated in the minor release, it will apply an impulse instead of forces which behaves much better but it has its own drawback that the vehicle can slow down unrealistically when landing.
Thank you for your continuous support.
I am currently nearing the end of my vehicle selection methods and will be digging deeper into the vehicles in general butā¦ so far all tests continue to perform well.
v1.3.1 is available now, update is recommended.
CHANGELOG v1.3.1
Better hard contact implementation
Ability to look back with OrbitCamera
Fixed the low fps suspension bug
Additional Notes:
-Previous hard contact implementation generated larger forces when the suspension is fully compressed which could cause bouncy behaviour. Now the vehicle is translated to a non-penetrating position and the vertical velocity is eliminated.
-Press the middle mouse button to look back in the sandbox map.
-Using the auto drive component with an empty brake curve could crash the engine, it is fixed now.
-The suspensions started to break when the frame rate falls below a certain value, it is fixed now.
-āDetect Ground Velocityā option is added to the serializer.
Hello! I canāt understand anything, when there is a button fully pressed (Clutch) in my case it is (LeftShift). Debug shows me that mClutchState = 17 or 32 % . mClutchState is not equal to zero when the clutch is fully pressed?
clutch is auto managed when āauto changeā option is enabled in transmission component so make sure it is disabled.
also set āshifter typeā to manual in standard input component if you want to manually set gears.
hi, a new demo is available(615 mb).
you can race with AI or create/join a listen server.
a dedicated build is also included inside Binaries/Win64.
we will update this demo when client prediction is implemented and we may open a dedicated test server in the future.
Looking good and great to see an updated demo, will check it out tonight.
Thanks
I just got around to updating to the latest version and it looks like the āSet Throttleā node is missing now. Set Steering and Set Braking are still there. Wasnāt sure if this was intentional or not, but Iām not running the standard input and need the node. Iām running 4.24. Thanks.
hi if you want to use standard input you can use:
if not, you can use the following for throttle:
you can define up and forward vectors while exporting from blender.
Hi! I donāt quite understand of G-Force Meter and how it can be implemented in FGear via UI?
g-force calculation is basically calculation of acceleration, so you need to do some basic physics math:
1-get the velocity vector from rigidbody
2-tranform into local space to get local velocity
3-find the difference between last frames local velocity (dv)
4-find the acceleration (a = dv / dt)
additional steps to get g-units.
5-convert units to m/s^2 since 1 unreal unit is 1cm, so scale the a with 1/100
6-divide a by g (gval = a / 9.8)
when you get the gval vector you can visualize it via some UI element.
Whatās the best way to stop the wheel slipping instantly when taking off? I assume I have to change some of the values in the MF6 tire model blueprint. The slip seems a bit too ridiculous, even for MF or Pacejka curves. Even if I make a car leave with 10% throttle, the slip ratio is still sitting around 0.5 - 0.8 on telemetry. That seems way to excessive to be slipping at such a low speed with low throttle. Iād understand 100% throttle, but 10-15% throttle and it slips like I am flooring it. It will slip before the car even starts moving. What do you think would cause this? Hereās a video because Iām not good at explaining this stuff
there are some parameters that can effect this and tuning tire models is the most difficult one.
pacejka curves behave poorly at speeds close to zero so some initial large slips need to happen regardless.
the easiest way to is to to use the ASR assist. you can also tweak the wheel mass value but this value needs to stay in a consistent range or rpm matching between engine and wheels can fail in certain cases. additionally lowering engine inertia, increasing tire friction values and lowering throttle sensivity can help.
regards.