Wheel.getLongitudinalSlip → slip
Wheel.getSlipRatio → ratio of slip to forward speed
Wheel.getLateralSlip → slip
Wheel.getSlipAngle → arctangent of (side speed / forward speed)
Wheel.getLongitudinalSlip → slip
Wheel.getSlipRatio → ratio of slip to forward speed
Wheel.getLateralSlip → slip
Wheel.getSlipAngle → arctangent of (side speed / forward speed)
How do you maintain RPM and prevent downshift on the engine in this scenario. I’ve been messing around with the plug-in and I can’t figure it out yet. Can you shed some more insight please.
it doesn’t maintain rpm, rpm falls down but the time is 0.1 seconds by default so it doesn’t change a lot. if you increase gear change time you can observe the behavior.
a downshift would only be possible if the gear change time is long and the vehicle decelerates quickly during the gear change which shouldn’t happen normally but it can happen if you crash or if you hit the brakes hard. in that case a downshift would be expected.
Sorry it took so long to reply It’s a mobile touch I can’t find where to change this Do you know where?
Hello everyone.
Has anyone managed to setup Logitech g920 with cluch pedal?
I have succesfully set up steering wheel , throtle and brake axis as GenericUSBController Axis 1,2 and 3 using the Raw Input plugin. However I cannot find which axis corresponds to the clutch pedal. I’ve tried axis 4 to 10. It works in other games, Logitech G HUB recognize it etc…but Unreal Engine does not seem to recognize it. I’ve also tried using the AnyKey trigger event with print string get key display name and it prints every frame the Axis 1 , 2 and 3 and any other buttons I press.
@lazybitgames Is it true there is no debug for clutch in Show Input category? Also I cannot find how to read the value of the clutch, I can only find Get Clutch power, range, scale, sensitivity etc …not nothing to display the actually state of the clutch , if it’s engaged or not.
I will get into FFB soon also, could help me by providing some tips, links, documenation or tutorials ?
i use simple controller plugin , its some dificult but if you read the documentation and the project samples you will know how works the FFB
final clutch value is Transmission->getClutchPower
transmission telemetry displays clutch input state which is related to what you read from the input device but the final output(clutch power) is filtered with the clutch engagement curve. so the clutch state is the input to the clutch curve and the output of the curve is the power.
btw I have tried using logitech g29 years ago with unreal4, didn’t have any problems with the clutch.
Every time I create a new vehicle with FGear, I can’t find how to enable mobile touch. QAQ
Question: Why is the clutch state at %51 ( instead of 100) and clutch power at 0.89 when the clutch pedal is not pressed? The raw input shows it correct from 0 to 1.
There is no specific setting for mobile touch. You will need to apply the data from the touch screen as input. Did the mobile input not work in the example project? (MobileInput.umap)
Thanks for your reply .It works in the sample project, but not after I create a new vehicle in the sample project. Same thing after packaging it for Android, it doesn’t work either.
Mobile UI is created in the level blueprint. You need to create a custom user interface for your project.
thank Okay, I’ll do some more research.
can you try putting a short delay before creating the mobile UI widget.
the raw inputs value should be between -1 and 1 to get the correct clutch state.
then the clutch state will be between 0 and 1 but it may not be the same as clutch power depending on the clutch engagement curve, that’s why you get 0.5 for state and 0.9 for power.
Thank you, that worked perfectly.
I’ve been playing a lot with the settings recently and I am slowly getting to understand them. I still have a few questions:
It happens with any amount of engine power, even with 5x , any gear. ASR is set 0.
from the documentation:
Clutch Power Scale (%) : This is a coefficient to the power transfer of the clutch(between the engine and the wheels). Do not change it if you really need to. Lower values will result high differences between engine and wheel rpms. Higher values will force both rpm values to be in sync but the engine rpm can behave erratic.
1000 is way too big…
1000 or the default 100 makes no difference on this issue, the result is the same
drop a mail(lazybitgames@gmail.com) with your vehicle config json so that I can investigate.