After some debug i found the problem is āSteer Input Gravityā.
This is the car chassis behaviour difference between 1 and 6, just that change.
This is with Steer Input Gravity:1
The movement is smooth/sync with the car, all as expected.
This is what happens with Steer Input Gravity:6
I feel the car chassis movement / suspensions is wrong/erratic.
Tried with suspension default values and other and cant get that car chassis smooth swing.
I know the car direction / steer changes fast, but suspension/car chassis should adapt and be smooth, but instead is like gets locked/paused and changes like if hits some limit/clamp Āæ?.
Will continue tweaking values like the ones you mentioned, if other let me know.
it looks ok to me, with high steering gravity you can swing the steering angle very quickly but the body can not respond that fast due to its inertia, if you lower the overall inertia then it would respond fast but itāll be quite unrealistic and feel like a toy car.
I need to do more tests and pass all values from lst version, but on FGear 1.6 and steer gravity 9 the feeling is much better than on 1.82 and steer gravity 5. The suspension and car swing not gets paused and on counter steer it does the swing from load to lef/right wheels more smooth. I will update when complete all tests.
Appreciate all the tests your doing Davit, Iām sure the gems you are finding will contribute to @lazybitgames performing some updates if possible for 5.5 if he deems them to be needed.
Was unable to add exactly the same params due in 1.6 some are missing, also this is 1.6 in 5.2.1, got some warning to ābuild anyway for 5.2ā and still worked.
If you compare you can see how the chasis this time moves/swing smooth without pauses between counter steer and reacts better to what is happening. So i wonder if the problem may be the new suspensions or some new feature/params added not works as expected.
Well, looking 1.6, it not had even line/sphere/convex options. Im may try later other versions to see if i can catch where the suspensions got weird. Also im gonna try in last version set default values in some params that are not in 1.6 to see if maybe one of them is messing with suspension/chassis.
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?
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
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.
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.