FGear Vehicle Physics (v1.4)

Is there any way to Get the amount of brake input? So far I can only Get the brake axis, and I’m looking to execute something when the gas and brake are held together. Namely, I’m trying to get the engine to rev and wheelspin with the brakes held, as right now it does not rev with brake input.

In order to throttle and brake at the same time you should uncheck combined axis mode in standard input, then you can query brake axis.

brake input is filtered with brake engagement curve(check AFGearVehicle::setBraking) so to query the final braking input you can call wheel.getBraking for any of the wheels.

Cheers, had only checked before unchecking combined axis. Working perfectly now and if anyone needs a system for burnouts, lemmie know and I’ll send you my blueprints.

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sent you a message

@blueprintnotfound can you share some blueprints on your recs? Trying to achieve the same but nothing yet.

Could you send me a demo of how your way works? because I haven’t been able to make it work.

no answer for this? @lazybitgames :slight_smile:

The other guy offered to supply blueprints but is MIA and never responded. Try reducing the limiter time on the engine and decrease the gear ratios. I found that in my case it makes the wheels spin while keeping the vehicle in the lower gears

I realized that I have no reason to not just post the burnout blueprints here for anyone to use, so hopefully this helps someone out there!

Also, looking for suggestions on a topic related to vehicle upgrading: it seems that the only major engine parameter to adjust power is the torque curve. I’m trying to implement a system where parts attached to the vehicle can adjust various performance parameters, including the torque curve. However, I can’t seem to figure out any way to adjust the curve parameters at runtime, only replacing it. Creating the 100,000+ possible torque curves for all the various possible parts combinations seems ludicrous. Does anyone have any suggestions for how this might be achieveable?

Check out this video. What I did was set the lateral scale on the drive wheel to a low number. this made the car spin on the front axis. Reducing the longitudinal scale made the drive wheels spin. Hopefully this helps.

Check this out

you need to procedurally create the curves at runtime based on your parameters.

using shorter gear ratios is a must but one the things that can cause this is that changing gears stop the power transfer for a duration and that interrupts the wheel spin. so reduce gear change time and reduce clutch time. the power transfer shouldn’t be interrupted…

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Thanks for posting a video but looks this https://www.youtube.com/watch?v=JSdg664nQ3s In this video, even in second gear the tire rotates until it reaches the highest rpm, that is what I am looking for, since when I enter second gear the car stops going at maximum rpm, as if it were trying to gain grip but the car does not have asr activated

What if you use sequential transmission?

iIt’s the same, the wheel turns to the maximum only in 1st gear

Hi all, does any one know how to fix this annoying thing when car standing still and shaking up-down

you can reduce it with proper suspension settings but you can’t completely get rid of it. with proper settings it is not noticeable most of the time but what you can do is to write your own sleeping code and force the vehicle to go to sleep when overall velocity is below a certain threshold.

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Hello, I was able to solve the problem of drift changes, you just have to modify the "clutch power Scale


" and this will give those results, now I don’t know if this is realistic but when I go at high speed and brake with 100% ABS it can still be done. It is very easy to lose control of the car, any suggestions on this? I am using fgear assets without any changes on my part

@lazybitgames any plans to continue to provide updates and support to the product for 5.3 and beyond? Any other products in the pipeline?