Hi! I am making a small feature in FGearEngine. But I cannot find calculations on the Internet for Engine Turbo Boost (in PSI). Maybe do you have the necessary formulas for this calculation?
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
But I think this is not caused by the suspension, but with the ground collision with a car collision, not with the tire. Collisions with the tires seems ok.
if it’s about ground collision then try using complex(per triangle) collision.
people have reported weird collision issues before like invisible hard edges that collide with the vehicle body. could be a problem with unreal itself not sure, switching to complex collision may help.
I will try, I using custom collision an that is only slightly like on your picture (I wanted to have it exactly like car model shape). I will try to cut it more, but doubt.
But I cannot agree that it is normal behavior. When I drive straight at 40 km/h and it will make crazy jump and I will end on the roof - that is not real, not even arcade. Maybe would be solution to be able to decrease some Z forces when coliding from bottom to up.
sharp edges are bad for physics engines, i don’t want to repeat myself but there shouldn’t be that kind of spikes on a terrain in the first place.
you can increase vehicle body inertia or per body velocity calculation iterations to get better reactions but it will not be a solution.
may be you can try some settings from the engine, for ex. if i set “Bounce Threshold Velocity” (in Project Settings->Physics) to 2000 then the collision response feels much better.