FGear Vehicle Physics (v1.4)

they are just different cars, different setups, 4wd doesn’t necessarily mean more stable.
for instance the suv sample has a higher center of mass which makes it roll more during turns.
there are other factors too and it is a broad topic but you both need to follow real world rules and also learn the features of the plugin.

Well, maybe some suggestions to make them more stable would be a good idea.

i updated the project to 5.3 now this happens. HAHAHA
image
what the hell

Hi @DaFreaKongo1
Can you give more info. Can you send the screenshot of the physics asset

physics asset was fine, idk what happend here, i reverted back to my old save, so all is good. i did re rig the model, since someone stated that i have to rerig since my cars in multiplayer was flying. still didnt fix and gave up.
although id like to know how to get engine load?

Can someone send me an example of FGear Sport car files for Unreal Engine 5.1?

id like to know on how to get rid of the throttle cut aswell, when sliding to the right and still being on the throttle it just cuts somehow idk what does that.

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there is no engine load calculation available right now, if you want to do it yourself you can compare “engine rpm acceleration caused by engine torque” with “engine rpm acceleration caused by feedback torque”. these are in engine class, the variables are called rpmVel1 and rpmVel2.

by throttle cut you mean the transmission delay? currently it is also not possible to have zero delay. the gear is first switched to neutral and engine is paused, then we wait for a short duration, only then the gear is switched and engine goes back to running.

Is there a way or a boolean to know if you are losing traction on a certain tire? I am putting together FFB effects and I would like to know if there is something or data that tells me where the car starts to skid or lose all grip, thank you.

Wheel.getLongitudinalSlip → slip
Wheel.getSlipRatio → ratio of slip to forward speed

Wheel.getLateralSlip → slip
Wheel.getSlipAngle → arctangent of (side speed / forward speed)

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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


Thank you for the quick reply. I didn’t understand at first that Axis number is irrelevant , you can change the number to whatever but the input order matters. So following the documentation I had disable input 2 which was my clutch pedal.

@lazybitgames

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)

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