line & sphere cast has existed from the beginning and convex was added in 1.5
also make sure you do your tests with the same unreal version, there might be differences in chaos too.
line & sphere cast has existed from the beginning and convex was added in 1.5
also make sure you do your tests with the same unreal version, there might be differences in chaos too.
All tests are on 5.2.1.
The problem on 1.6, The âFGear Vehicleâ category is missing Âż?
Which includes the tracing, mass, Update Rate, gravity, telemetry, etcâŚ
The version 1.62 works fine in 5.2.1, but 1.6 have this problem. Any idea why this is caused?
I had reorganized those fields at some point but it shouldnât be hidden.
by the way 1.6 was pretty broken(chaos issues)âŚ
Im still doing test but i will say is all about pararms, the problem is on 1.6 that ones are missing so no idea what i had there. I may install later the 4.27 version to see if they show there to confirm some stuff.
But i reduced the possible params too:
Inertia Scale Z
Center Mass
Tracing
Spring Rate + Compresion Damper
And seems how mLatFrictionForce is managed may have some impact too.
Have some questions about this:
//additional factors : direct friction coeff, lng/lat friction coeff, 2x magic
mLatFrictionForce *= mFrictionFactor * mLatFriction * 2.0f;
1.- Are you using mLatFrictionForce from wheels, in some way, for the chasis movement?
2.- In that case, is correctly implemented? Or is some workaround?
No idea, just asking, if is correct then i will need to tweak my values and add some fix on counterSteer to get as i want.
If not, wonder if due this is more an arcade plugin, you will leave as it or may be improved in future?
Got the movement i was looking for, changing the mLatFrictionForce formula.
This is FGear 1.8.1 in 5.2.1:
No matter speed(tested until 210 KMH), the car chassis keeps always the smooth movement.
Later will try if i can use it only when needed(like countersteer) and adapt to my drift behaviour.
Hello what is the best way to detect impact/collision/crash with fgear vehicles multiplayer game if thats relevant. I would want to be able to detect the crash and also how strong of a crash it was too apply different types of damage for a big crash compared to a minor bump
You can bind to the on component hit result of the mesh
Is there any event that informs that the car stalls? I wanted to cut the engine when using the manual transmission, either when not accelerating with the clutch lifted or when not being able to climb a very steep hill.
it could be detected in a couple of ways, for ex:
float kmhSpeed = mVehicle->getMaxWheelKMHSpeed(true, true);
float wheelRpm = kmhSpeed / mVehicle->getMaxWheelRPMToKMH();
float targetRpm = wheelRpm * mVehicle->getTransmission()->getTransmissionRatio();
so if targetRpm is below engine.idlerpm then the engine may stall.
note: the code is not checked for errors but can give you an idea.
Unfortunately I can only program in blueprint, what I tried was basically: (if RPM < IdleRPM then SetRunning false), but the RPM never drops below the Idle limit, even when it reaches the point where the wheels stop spinning with maximum acceleration.
why donât you consider porting that code to BP, all those functions are exposedâŚ
Because it is linked to the RPM of the wheels, it only works when the vehicle is moving and loses power when climbing, but the vehicle stalls every time it starts moving (since the wheels are stationary). Another problem is that it would need to constantly check all four wheels, these constant checks on mobile platforms harm performance and would also not scale well if it were for a game with 6x6 or 8x8 trucks. It also does not work well with the semi-automatic gearbox (sequential with automatic clutch).
Another problem is that it is also possible to stall even with the automatic gearbox (without Stall Assist). It is very strange to have the accelerator at maximum, the engine running and not have any feedback from either the wheels or the engine revs.
It would be better if the stall was linked only to the engine, but would it be very complicated to unlock the RPM limit below idle? Would it compromise the correct functioning of the plugin in any way?
you should be able to prevent stalling at start by doing some extra checks on clutch, speed etc. this logic would only apply to manual transmission, turn off stalling for auto.
you donât need to check all wheels, use getMaxWheelKMHSpeed instead. btw BP is slow for math code, use native code for math heavy stuff.
we might consider adding this feature with the next update depending on itâs complexity, no promises.
Great, I hope this is something simple to implement. Thanks!
@lazybitgames Any eta on the next update or support for 5.5?
probably next month.
Hello, I want to make a HUD and add nitrous but I canât find how to get the speed values.
Where would they be?
There are functions to get the speed. In Kmph,mph and unreal units.
Could you tell me or show me where they are?
Since from FGears I find set and gets, but those do not work correctly for me