I thought we had this anyway? or am I missing something.
you might have added it yourselfâŚ
Are we referring to this? for each wheel as thatâs been there for years :), must be something else Iâm not aware of?
Im interested about this:
-Engine power calculation wasnât taking friction torque into account, this is fixed now.
To confirm, the added/edited was in FgearEngine.cpp, with this?
float friction = (rpm / mLimitRpm) * mFrictionTorque;|
float torque = mTorqueScale * (mTorqueCurve->GetFloatValue(rpm) - friction);|
Or there is any other line added/edited about this fixed issue? Want to test one and other to check the driving difference.
it doesnât effect the simulation, just the displayed power text.
@PerfsPC added a new function to update at runtime
This is awesome. Thanks for the support and the ability to set bone names!
I was in v1.6, skipped 1.6.1, and trying 1.6.2, is possible in one of this two, some update changed the physics or how the car moves/react in some way?
1.6.2 includes more changes about the physics but theyâre not direct changes to implementation but changes of chaos usage.
Very good update! I tested FGear 1.6 in UE5.2 and FGear works well with Chaos
I am still using the Physx version - any changes that I can cherry pick? Bug fixes, stability, features?
Thanks.
1-Engine power calculation wasnât taking friction torque into account, this is fixed now.
2-Added ability to set bone name of wheels.
3-Convex casting meshes no longer generate overlap events with the world.
4-Wheel.setRadius function is updated to work with convex casting.
5-Cleared all deprecated warnings.
these are the ones that are effecting the Unreal4 version, none of them is critical but I recommend you get the 3rd one, other ones are depending on your needs.
@lazybitgames been checking out the unity Fgear web demo. Itâs pretty nice. Is the trailer in that demo an Fgear vehicle without the front axle? Was there any change in the mass of the trailer or did you just make the torque of the truck higher?
yes the trailer is an fgear vehicle, front wheels are disabled. I donât remember doing anything special, just connected the vehicles together with a constraint.
Hi Yunus! This maybe a dumb question, but have you checked out the new feature in UE5.1 AsyncPhysicsTickComponent(float DeltaTime, float SimTime)?
Iâve worked on async fixed timestep physics and itâs an advanced feature which is said to be experimental. this on the other hand Iâve never used before, will definitely check it, thanks.
Due somebody (@DFKETGS2 ) asked in a previous message about collision when placing multiple objects, i tested and this new checkbox on 5.2 in the physcis tab works perfectly.
Is called âSmooth Edge Collisionsâ in the advanded category.
Hi Davit, I take it this is on the Physics Asset collision?.
What if you are using fgearcustom collision?
I just checked and that feature is also there, in the FGearCustomCollision component.
Indeed it does
I have version 5.02, check the box but sometimes the car is still shot when it collides, that is, its collision reaction is terrible sometimes, can you pass all the configuration of your physics asset?