sometimes clients wheels start to sink or wheels rotate for no reason, this does not happen in 4.22.
it seems fine but i had problems with 4.23, it was not apparent at first but after playing a couple minutes the rotation of the vehicle diverges from the server and it is not corrected so the vehicle can start going sideways until a correction happens which do not happen for a long time or until you crash.
v1.2 will be released in a short time and after that our only focus will be on multiplayer.
v1.2 files are uploaded and pending for approval.
updated documentations and sample project is also uploaded.
using the new sample project with older versions may cause problems so please wait for the plugin update.
i will post a change log when the new version is published.
thank you.
ps. i am relocating to another city and i will have limited access to my computer for a couple of weeks so i may not be able to respond quickly as usual, thank you for your understanding.
Sticky tire option for preventing low speed slips (experimental)
Custom editor UI elements (for ex. you can see top speeds for each gear in editor)
Basic AI Driver component
New AITest map for sample project
Separate axis mode option for StandardInput
Option to prevent tire-ground penetration
Sphere casting option
An additional rc car setup for the sandbox map
Minor improvements and bug fixes
Additional Notes:
-Substepping is the recommended approach now.
-Due to a problem with the unreal editor, it can be problematic to save/load
from the blueprint editor window. When blueprint window is open and the viewport tab is not selected,
extra axle components(axles other then front/rear) can not be retrieved so it is safer to save/load from
regular details panel or make sure the viewport panel is active in blueprint window.
-If you use separate axis for throttle/brake then you can throttle & brake at the same time.
-You can call ArcadeAssists::setCruiseSpeed method to set the vehicles instant speed. This could be usefull for rolling starts.
-Rc cars animation blueprint is copied from unreals own vehicle sample.
-An additional parameter called RimOffset is added, this will offset the physical wheels laterally in case the visuals do not match(Rc car is an example).
-If you prevent tire-ground penetration, tires can penetrate the fenders.
-You can change every value of WheelOptions for each wheel now.
Changing these values for left and right wheel can be problematic in some cases where
there is an assumption that left/right wheels have the same value.
For ex. if left and right wheels have different radius and the difference is more then acceptable ranges
then the transmission will change gears earlier then expected because gear changes are based on the slowest wheel.
For anybody looking at purchasing this I can give it 9.5/10 so far.
Everything seems really nice and simple enough to work with, Iâm looking forward to the future updates to see what comes with the multiplayer updates for replication but short term we have our own Multiplayer Replication platform and seems to sit in nicely and reasonably smooth.
The standalone mp replication is a must for clientside prediction (if that is the best way to go?) as for years we have struggled with smooth online play but we are now moving forward at last.
Thanks @lazybitgames Iâm sure we will be in touch on any issuesâŚ
Hey @lazybitgames , i need some help for 6 tire vehicle, If i use 4 tire on the blueprint, gear change will be okay, but if i use 6 tire on the blueprint, it will be stuck on the gear 1. I donât know how to fix it.
(if you need to know, I copied from the truck animation AnimBP for 6 tire)
you duplicate the axles and the sum of the torque share values become 2(1+1).
this will confuse some calculations so keep the sum at 1, for ex. 0.5 per axle.
Hi @Supline,
You cannot call mMesh object in blueprint directly. Because it is not blueprint visible. You can call mesh reference with getMesh() function.
Hey @lazybitgames i have 2 question/problem (I am constantly having problems because I am trying to drive a strange vehicle)
The car pulls left after 300-320km. On the video i didnt touch any turn key on the first part of the video, I just press the forward button, but itâs try to turn left. (I donât know why and how to fix)
2)I Almost try anything to make this car similar to Need For Speed game, like 400km speed Possibility to turn the vehicle left and right when traveling at 400 km speed etc. but now it feels like the car is flying.The car is very difficult to control.
3)End of the video i share with you all the settings what i did, I try to make a copy from your Arcade Car BluePrint but itâs not work well for me, hope we can find a solution.
if you mean the first 30 seconds, you clearly steer, it is visible in the telemetry, if you mean the first 10 seconds, it could be a precision issue or a setup problem, i will check it.
it sounds more like trackmania cars not nfs cars, nfs cars are not that unrealistic. if you stick to realism it is difficult to go at 400+ kmh and make easy turns. in such case you should do your best to make the car as stable as possible at high speeds and apply extra forces then like ArcadeAssists. make sure your steering limit/speed curves are properly configured, keep your center of gravity low, keep your suspensions tight, you need more simulation quality at high speeds also(lower physics dt), you need more slick tires(better grip) etc. at such high speeds, even after a good setup you will possibly need to apply external forces like ArcadeAssists. maybe you can try increasing lateral force scale as the vehicle goes faster.
you can dump the settings to a json file(save/load option) in the vehicle settings so i can just load and test them.
I think I broke the plug-in. Everything was going well, the vehicle could reach 400km very easily, then I saved the project and the vehicle broke down.
I also try the versions I backed up, but it doesnât work properly. (Curves are almost the same as default.)
This video same settings (v2) version before the problem
i remember a similar break down earlier in development, it was happening with a vehicle with 3 axles then i remade the vehicle and it was fine again, never found the cause, it was the same setup but sth. was broken, might be the component structure in some way, not sure.
do you have a specific reason to use 3 axles in this vehicle, you can get the same(may be better) driving with just 2 axles, just use sphere casting and wheels will also have width.
the tool needs to be configured by the end user, so they have to touch 3 axles. By The Way! Problem was FIXED!
Solution is: duplicate the Vehicle Blueprint, like if you got the problem on âSedanArcade_BPâ duplicate it and work on the duplicated version. The problem will be solved.^^
Hi @Supline
Please check AFGearVehicle::PostRenderFor method (c++). We did not use the hud class to make the library completely independent of the game code.
Also certain components(FGearAeroDynamics, FGearAxle, FGearEngine, FGearStandardInput, FGearTransmission, FGearWheel) have a drawTelemetry method.
could you try lowering wheel mass and/or using open/locked diff. and see if it has any effect at all.
in some cases when engine is powerful and wheel mass is a bit high so that wheels can not catch up with the engine, one of the wheels can lag a little bit and differential kicks in so the vehicle tends to steer to one side.
Run the example project in the editor (PIE) and select a vehicle to drive (preferably #2).
Switch out of the window but donât stop the instance.
After 2-3 minutes switch back to the PIE and try to accelerate.
Vehicle wonât accelerate nor reverse. It probably has something to do with the framerate being so low for some time (3 FPS) when the PIE doesnât have focus.
I can also see that the limiter in the engine telemetry switches between âfalseâ and âtrueâ quickly.