FGear Vehicle Physics (v1.4)

For some reason Convex tracing works for me, but i have weird issue with twitching, also i have same problem with DaFreaKongo1

unreal limits the sound pitch by default that might be the reason, look for “Global Max Pitch Scale” in audio settings, use sth. bigger.

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Hi Lazybigames just purchased your plugin, but don’t know how to connect beside Dev Community.

mail to lazybitgames@gmail.com

Hey lazy thanks for reply man, i was hoping to know what the roughness does in physmat? i dont notice a difference. ty

it does nothing, only friction is used at the moment.

Hello @lazybitgames , I put 340hp on the car and it still has a hard time reaching 200kmh, it takes about 6.3 seconds to reach 0-100, what can I do to be faster? A car with that amount of horsepower shouldn’t take that long. I already checked the weight, transmission, etc.

not able to find simple project in the link. can anyone send the link to it please.

darn that one thank man

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you might be misconfiguring the engine, the UI only shows the raw power of the engine, doesn’t take engine friction into account, planning to fix it since it can be confusing.

for ex. the red car in the sample project is 358hp but if you set friction torque to 1000 instead of 100 then it still show the same power but if you drive it you’ll see that it can’t even reach 35km/h.

so what is the solution? , lowering the friction recently effected the truth…

didn’t understand your second sentence…

there can be multiple problems, I only gave a hint about one possible issue.

is the engine providing enough power, do the wheels get that power, can the tires efficiently use that power… may be you can compare your settings with one of the vehicles in the sample project.

Please @lazybitgames for the next update please allow us to set bone names for the wheels at runtime.

You can also play around with the tire settings. Esp longitudinal friction coefficient.


you ever saw this? @lazybitgames
Cars on client are flying

@DaFreaKongo1
The root bone of the vehicle is in origin (0,0,0) and its transform must be identity. Also vehicle 3d model too. Can you check, this situation can cause a problem like you showed.

Hello. - Hello.
I want my Fgear Vehicle to run on a special spherical field, so I changed the Custom Gravity value to vertical or straight up. This allowed the car to drive through walls and ceilings, but the behavior of Arcade Assist’s anti-rollover feature (Bike Helper) became erratic.
Is there a better way to use Custom Gravity and Bike Helper at the same time?
Thanks.

custom gravity is rather a new feature and it was actually added as a workaround for a physics bug in unreal 5.0

bike assist on the other hand is not part of the core physics, it is a demonstration that you can take as an example so you can use while prototyping or improve upon. so in short it doesn’t support custom gravity yet but it shouldn’t be difficult to make it work with a small modification.

Thanks for the reply.
What modifications can I make?
Or do you have any updates planned?