FGear Vehicle Physics (v1.4)

You can play the multiplayer demo. Also you can play as singleplayer.

I played it. Unfortunately, I didnā€™t like the behavior of the cars, I wonder if it can be configured better :confused:
From the point of view of an ordinary player, this is not playable

@DFKETGS2, I got it to work by using a custom event and using an external actor to do a line trace to the vehicle and set the input on hit. @lazybitgames, I couldnā€™t get it to work while the vehicle was in possession. I guess that was by design.

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@lazybitgames, I asked earlier. Is there a way to have an additional skeletal mesh component without it affecting Fgear physics simulations? Sort of like the Fgear static mesh component for collision. My base skeletal mesh is like that used in the city sample vehicles (one skinned tri with unweighted bones for wheels).

I see, I do need to have possession of the car to use it.

thatā€™s wrong, you donā€™t need possession for input injection.

check this guys demos : Davit Masia - YouTube

if you do not like the default behavior and do not have the skills to make necessary modifications for your needs, donā€™t buy it.

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No you donā€™t need possession to control the vehicle. Sorry for the confusion. That node was disconnected in the video and used to debug something else.

Not every developer can still set up the physics of cars correctly. For example, it is important to me whether it is possible to adjust the speed of turning the wheels and the speed of returning the wheels to their positions in the plugin? It is important that the speed of rotation and the speed of return to the default position can be configured separately.

you can do that, if you look at the pdf documentation almost every configuration option is briefly explained.

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Hello, I come to cooperate so that you want to make your controls with input axis instead of using the fgear system. Here are some images so you can know how I did it. What I must clarify is that the clutch doesnā€™t work and neither does it on the gears, so I had to do a keyboard test and do a ā€œset current gearā€ for this to work, now @lazybitgames




images

I would like to know that your button system indicates that the gears in H are axis and not action buttons? If so, where could I make this? It was by axis or they are just action buttons, because the ā€œset current gearā€ works but since I want to use a simracing H system, then I must use the ā€œset current gearā€ or is there another function? ?

1-Standard input is using unrealā€™s input system, there is no fgear input system. Standard input is just a wrapper with some additional functionality.

2-Iā€™ve tested standard input with keyboard, xbox controller and a logitech g29 with H pattern gearbox and there is no reported problem with those including clutch but I will double check the clutch for the next update.

3-You donā€™t need to manually call set current gear, providing the gearbox input with ā€œSetInputsā€ should suffice assuming the standard input is properly configured. Below is a code piece from standard input for manual shifter:

if (mShifterType == FGearShifterType::MANUAL)
{
	if (getAxis(mShift1Axis) > 0.0f) mGearboxInput = 1;
	else if (getAxis(mShift2Axis) > 0.0f) mGearboxInput = 2;
	else if (getAxis(mShift3Axis) > 0.0f) mGearboxInput = 3;
	else if (getAxis(mShift4Axis) > 0.0f) mGearboxInput = 4;
	else if (getAxis(mShift5Axis) > 0.0f) mGearboxInput = 5;
	else if (getAxis(mShift6Axis) > 0.0f) mGearboxInput = 6;
	else if (getAxis(mShiftRAxis) > 0.0f) mGearboxInput = 7;
}

Hello, I come to comment that this does not work, if I disable substepping it stops crashing but when the car loads it takes more than 1 second and even the music stops. Was this problem resolved in version 5.1? I am using version 5.0.2

Hello @lazybitgames , I would like to change the skid sound to an fmod event, how would it be possible? and if not then how can i just replace the skid sound?

Iā€™ve never used fmod so canā€™t say but the effects component checks the fgear physical materials for sound and particles:

Hello @lazybitgames


, thanks for answering the previous question but I have another one, the collisions, I played with my map and the physics are excellent but at the moment of crashing itā€™s horribleā€¦ I decided to put a guardrail and try my luck with a very simple collision and It happens that when the car happens, it still seems that something ejects it as seen in the video, sometimes it happens and sometimes it doesnā€™t, but on my map it is worse adding that with the landscape it also makes collisions worse, it seems that all the time when you do a collision ejects the car with speed, I decided to play in the sandbox example and it usually happens too, I have the entire fgear physics project untouched and these problems occur, any possible solution to this?

those are plain collider/collision issues which is in the scope of the physics engine not fgear.

a proper collider setup is necessary but sometimes the standard collision response may not be suitable no matter how you setup the colliders, in that case you could alter the contact handling with contact modification.

did you try to alter that? Because I have never touched on collisions, if you did something like that it would be good to have a tutorial to avoid these strange collision problems

I never did that but I never worked on a pure racing game, in my projects there was no such requirement.

this is a known phenomenon called wall riding and you can observe that easily in gran turismo games, check the video below. if I were to do sth. like that I would definitely check contact modification, iā€™m not saying thatā€™s the only way to do that btw.

Hello Yunus, Iā€™m trying to add a spring arm motion where the car brakes the cam gets closer to the car or lags behind while accelerating (Kinda like in Forza games). But in the OrbitCam component I couldnā€™t make this work, it only has rotation lag while turning. What I essentially need is a location lag. Do you have any suggestions for this?