-we could separate driving assists and maybe telemetry from AFGearVehicle class but i do not think that it would fully prevent your inheritance problem.
-we will look into the physical material and the skeletal mesh component issues.
-replication and backfire are in our todo list.
-unfortunately these extra platforms require a lot of effort to support and we do not have the hardware for mac/ios and we have little to no experience with linux. i believe you can manually compile the source for any platform since there is no external dependency except a few unreal plugins.
Hi all,
I am the other programmer in this project. Multiplayer(replication) added. Iām testing. If there is no problem we will post it in the next update.
Iām using a now abandoned vehicle physics plugin and Iām looking for a new one and just ran across this. So far, most things seem really great. I just had a few questions.
I need the following:
Change any transmission value in realtime (changing the number of gears and their ratios). Change from automatic to manual and back again in realtime (looks like this is supported)
Change any engine value in realtime.(looks like this is supported)
Change any suspension setting in realtime. It looks like this plugin supports most of what I need, but Iām not sure if I can āliftā or ālowerā a suspension in realtime since this plugin uses the resting pose of the rig as a reference. I need to be able to swap in a ālift kitā into a vehicle to raise it for use with bigger tires. Then put in āstockā suspension to lower it back down for use with smaller wheels/tires. The plugin Iām using now lets me adjust the suspension length in realtime and that seems to do what I need.
Changing the mass of the vehicle depending on whatās equipped to the vehicle in realtime. My game is a car combat rpg, so equipping different armor, engines, weapons, etc. all affect the weight of the vehicle. From what Iām reading, that is not supported.
My game canāt have āauto-reverseā. When I hit the brake, I need it to just brake. Reverse requires shifting and using the gas pedal to accelerate in reverse (just like a real car).
From what Iām reading here, 1-2 looks like itās supported and Iām not sure about 3-5. Let me know! Thanks.
Correct. The automatic transmissions in my vehicles are normally driven in ādriveā, but can shift into other gears like a normal automatic can: park, reverse, neutral, 1st, 2nd, and drive. Then I have a toggle between drive and reverse. Thanks for including this! Thatās great to hear.
Awesome! Iāll be on the lookout for the new version.
about the upcoming update, we have got troubles with the 4.23 version. replication works fine with 4.22 but problematic with 4.23.
we only synchronize inputs in addition to regular actor replication but somehow clients can get out of sync with the server. we will look into that for a few more daysā¦
Looking foreword for the video. I forgot to ask, is there are any support for Racing Wheels like logitech g29 or any common racing wheels? or maybe add it to the future plan?
you can use a steering wheel and gearbox, i do have a g29 and i have tested fgear without problems, there is no forcefeedback though.
there is a sample forcefeedback script in unity version, we could add a similar optional component in the future but we do not want to add external dependencies to the library. may be we can just provide the source code of the component without including in the plugin, we will consider it when the time comes.
Yeah that will be great, or even a short video on how to to that. anyway Iāve added the asset to my wishlist, once I get it I will get back here asking for these extra things. till then good luck guys with your project.
I went ahead and picked this up earlier today and got a vehicle setup. Iām really impressed so far. Once I set a smaller box collision for the inertia collision and a separate mesh for regular collisions, everything works really well. The vehicle out of the box handles great and behaves like a vehicle should.
Iām not seeing any options to set the torque curve in real-time. Not sure if Iām not looking for the right thing or if this isnāt possible? This is something Iām going to need for my game.
I was also wondering how you got the info on the telemetry screen that says ā108hp@4100rpmā and max speed in each gear? Iām assuming it was some kind of math, but I thought Iād ask since Iād like to use that info in my game. Thanks!
you can get the torque curve with āUCurveFloat* UFGearEngine::getTorqueCurve()ā method and modify it, there is no method to directly set a new curve, i will check if such method is necessary and include it in the next release. you can also scale the engine torque with the setTorqueScale method.
engine power is calculated with āUFGearEngine::calculateMaxPowerā method but it is not currently available in blueprints, i can also make it blueprintcallable if you need.
transmission speed calculation is in āUFGearTransmission::refreshParametersā method but currently there is no way to access those data. just like the others i can add a new function to access these data.
Iām only using blueprints, so Iām only able to get the torque curveās name right now. My game has a ton of vehicle upgrades. I have straight 6 motors, several v8ās, a v10 and some diesel motors. Then I have different pistons, crankshafts, intake manifolds, etc. So I need to be able to set the torque curve for each motor since theyāll be very different from one another. With the previous plugin I had, I was able to do this at runtime and it worked well.
That would be awesome. I was hoping to show this info when a player is deciding on what upgrades to use on their motor and give them a preview of the power gains and speeds in each gear.