FGear Vehicle Physics (v1.4)

pacejka parameter sets define how tire forces are generated, they have nothing to do with performance, you can tune parameters manually but the parameters have no physical meaning. you can observe the resulting curves and/or try driving each time you make a change.

there are 3 tire models in fgear: simple, tire96 and mf61.
they have different complexities but if you do not have hundreds of vehicles in the scene you can not tell the performance difference. you can use simple tire for non player vehicles and for player vehicles use the one that feels better for you.

1 Like

Seems like a great plugin…but I have one question though before I go ahead and purchase the plugin…

WIth current UE4 vehicle implementation, there is one annoying ā€˜feature’ which happens at multiplayer games. One example is when a lorry need to reverse to a precise location - so the driver reverses slowly and all is well until the server decided to correct it by nudging the vehicle a little (supposely to sync the vehicle position when ā€˜errors’ reached certain threshold). But this completely messed up the driving experience.

Honestly, I dont know if this plugin will solve it as it seemed to be UE4 thing but the rest of the features look splendid.

our replication implementation has no client prediction, some people use it and some people build their own solutions. you should try the multiplayer demo and decide for yourself.

Hi, just released a public beta of the racing prototype to get feedback.
Download: Unreal Racing by Kronbits

Thanks to lazybitgames for their great plugin and support.

If somebody have steering wheel, can let me know if works? And in that case, works/feel ok compared to keyboard/gamepad?. Thanks!.

And some request if possible: Individual suspension params for left/right wheels?

Had an idea to fake the holes in puddles and keep the floor a plane. Play with the up/down travel params on runtime when a wheel steps on a puddle so i can fake it. Like some lerp so it will make the feel that there is some hole/down level in that zone that is why the puddle are there.

Doing this because actually no idea how to deform the plane to match the puddles and with deformation im afraid that some collision bugs may appear. So, with this trick, avoid that, and due i can detect when a wheel is over a puddle i change via blueprint the up or down values to give that feel.

all wheel options can be individually set per wheel from BP but they also can be overwritten by stored wheel options. when you make a change in wheel options you need to call Axle::applyWheelOptions function and this function copies parameters from wheel options structure to each wheel. there are some assists in ArcadeAssists component that calls this function each frame so your changes will be discarded if you use it. Setting it every tick after the vehicle tick may work…

hi @Davit_Masia
I tried your demo. It looks very nice apart from minor issues. For example, I cant turn vehicle without using handbrake.
good luck in your project.

Thanks! Yeah, on high speeds is hard to turn, still working on it. Tried with params in the editor but it looks im gonna need to edit some in the core plugin to get it.

Last_Coin_Games . V.0.0.2 with the steering fixed. Is provisional, but better than before.

Hi, another questions…

  1. I noticed there is a 4wd suv - can this 4wd be tailored to using differential lock ie each wheel rotates at different speed depending on the terrain? Or if it is not there, is it easy for me (I am c++ programmer) to tailor one eg create a c++ class deriving from a wheel class? (I have not looked at the documentation in great detail).
  2. Can it create an 8 wheel vehicle? 8wd? How about custom turning like a tank transporter that turns its back wheels differently then the forward wheels?

Thank you.

1- currently there is no central differential, you just define how much each axle receives torque from engine(torque share parameter). you could simply modify a function called FGearAxle::calculateAxleTorque but make sure you understand how things are ordered in an update loop.

2-there is an 8 wheel vehicle in one of the unity demos, here is the link. turning wheels to opposite sides is another story, you need to modify the source to do something like that.

regards.

As long as it is modifiable at source level… it should be okay.

There is a crazy amount of runtime control with this asset. Thanks for your work on this.

I’ve made many adjustments to the plugin for my purposes but it’s all working quite well.

Is there anything I should keep in mind for updates going forward? I’m gonna have a bunch of fun trying to diff my changes against yours haha

thank you.

we try to make minimal changes with updates so i believe you won’t have a hard time with merges.

Blueprints parameter Options by side arrow

In 4.27 (in 4.25 fine) for some reason it not saves the open arrow tabs. So, every time you change the tabs are closed and needs to be reopen again.

I mean this ones:

On change to other component and come back again they are closed. I want they keep open until i decide close like in 4.25.

No idea if this is a editor problem or due the 4.27 FGEAR update, any idea?

we didn’t change anything about those so it should be about unreal itself, we’ll take a second look though.

I think this is what we spoke about… however I don’t recall it working in 4.25 unless I’m mistaken.

Annoying little thing though when your testing many things

@lazybitgames Have you tried this for the wheels? Radial Motion Blur | Unreal Engine Documentation. Never used it myself.

1 Like

looks cool but we mostly focus on physics rather then visual/game specific stuff.

sorry i have no useful idea about it.

Hello @lazybitgames,

can you help me how to avoid these impossible jumps in a low speeds? The ground is a mesh with complex collision. There can be just a small spike on the ground and it will often ends in a crazy collision: Fgear jumps - YouTube