unfortunately it won’t be in the next update, I can hardly find the time to add 5.5 support this month.
also this l-s-d breaking concept sounds like made-up for game physics, is there such a thing in real world? I mean there are locking systems based on electronic brake control but afaik they’re used for traction control not braking.
Hi, is there any tutorial for sound configuration?
I hear it very arcade-like, it’s not like FMOD
Ive been doing some research and asked ChatGPT and got this:
It looks that yes, it happens on real world too and have lots of customization to change differential strength on braking, pressure braking, steering,etc…
There are many tutorials on YouTube on how to create a sound system for vehicles using Fmod, Metasound or the default Unreal sound system. The plugin provides all the variables you need to drive the sound system, so you just need to replace the Unreal Chaos/PhysX vehicle variables indicated in the tutorials with the corresponding Fgear ones.
@lazybitgames
Is there a way to make the tires bounce less? On my vehicle (offroad open wheels) it is as if the tires are extremely inflated.
I tried some changes to the suspension, but the result is not good.
I saw the option to control the psi on MF6.1 tires, but couldn’t notice a difference.
Maybe you have an option that I haven’t seen, if not, I would like to suggest implementing it in a way that the tires absorb part of the impact before the shock absorbers.
there is no real tire inflation in fgear, the option in mf6.1 only effects overall tire friction.
if you experience bounciness it is due to suspensions, check Relaxation Damper and “Suspension Relaxation Downforce” options.
Thanks, I’ll try to fine-tune these properties.
Besides the Differential Strength,
For braking i found this ones that are what im looking too:
- EBD (Electronic Brakeforce Distribution)
- CSC (Corner Stability Control)
Full explanation here:
thanks
CSC sounds like ESP but EBD can be added in the future versions.
v1.8.2 is now available
- Unreal 5.5 support
- Engine stalling (experimental)
- Improvements and bug fixes
Warning: If you have difficulty running the example project with Unreal5 copy the FGearPlugin folder in Unreal5\Engine\Plugins to FGearExample\Plugins folder.
Notes
- Engine stalling is only meant for manual transmission/clutch mode. You need to set a stall rpm and stall time, when the engine is forced to go below that rpm for enough time then the engine is forced to stop. A negative stall time value will prevent stalling.
- Removed a problematic clutch axis from the example project which kept the clutch pressed with a controller.
- Fixed the case where engine doesn’t rev-up when started in neutral gear.
- Pause button added to replay sample so it’s possible to pause the replay now. Also it is possible to access the variables of this class from blueprints.
- Forced symmetry on all sample tire models eliminating left/right steering balance issues.
- Fixed warnings in the serialization class.
- Dropped 5.2 support.
Great, the stall system is working perfectly. Thank you!
Possible Bugs:
- When starting the game with the car in neutral, none of the brakes work (hand/pedal), only after engaging a gear do the brakes work.
- After passing from a surface with high roughness (FGPhy) to a surface with standard Unreal physics:
- Using semi-automatic or manual gear, the engine stops revving when engaging any higher gear.
- Using automatic gear: it no longer shift to up gears.
Suggestions:
Some functions that are only triggered by the plugin could become events, such as Stall and Sleep, for example, when the vehicle stalls, the dev can use the event to turn off the dashboard lights or trigger some sound, etc.
When you are on a low-friction, high-roughness surface, such as in a mud pit, it is very easy to turn the vehicle practically on its own axis without any effort. I believe it would be more interesting if the vehicle had more resistance to turning.
Question:
I don’t have access to an automatic car. I would like to know how this type of vehicle behaves when it cannot climb a steep hill? Considering that the player will keep his foot on the accelerator without using the brakes: Does the vehicle stall? Does the vehicle go down? Does the engine rev?
In the case of the plugin with automatic transmission activated, the vehicle remains stationary and the engine does not rev. Is this correct? (With stall assist on, the tires skids and the engine rev. Personally, I find this method more interesting, but even with this assist on, the previous behavior still happens sometimes.)
In the case of the manual vehicle, it loses power until it stalls and is held by the gear (it is now possible to replicate this behavior with the new plugin’s stall option).
thanks for the feedback.
I can’t reproduce the bugs you mentioned, if you can recreate them in the example project please send me a video via mail.
there is a sleep & wake event but for the engine start/stop you need to poll the engine.isRunning state.
I also tried a low friction high roughness surface and I couldn’t observe what you describe.
about stalling, the vehicle can stall when auto-clutch is off but as I have mentioned stalling is meant for manual transmission, it might work with other settings but the behavior is untested/undefined.
It’s easy to reproduce, just duplicate one of the terrain demonstration areas (ice/nature) and apply a new material representing the mud with FGear Physical Material (Friction 0.1 / Roughness 3.0) and remove the PhysMaterial in the GreyGrid Material Instance. You will notice that after leaving the area the vehicle will be “weaker”, unable to reach enough revs to advance the gears. (I can send you the modified example if you prefer). I belive it must be something simple, like because the default physics material doesn’t have the same values as the Fgear physics material, the plugin ends up keeping the old values in the calculations.
Also when crossing the mud area, you may notice that it is possible to turn the vehicle easily at the same speed as if going forward.
I also couldn’t reproduce the brakes problem in the Fgear example project, it must be something related to my project, I need to investigate further.
The event for the stall would be something simple, like the “On Brake State Changed” that is already present in the plugin but without the need to inform about the status change.
alright, I see that now, yes it’s a quite simple bug that can be fixed with a single line.
for anyone that works with the source code go to UFGearEffects::physicsSurfaceUpdate function and update like below:
for (int i = 0; i < mWheels.Num(); i++)
{
UFGearWheel* w = mWheels[i];
w->setFrictionFactor(1.0f);
w->setAdditionalDrag(0.0f); //add this line to fix
...
}
and about turning the vehicle easily, the roughness effect only adds a drag force along the wheel’s forward direction, i’ll try applying it along the horizontal axis of the wheel…
Im doing some revision to the car suspensions, and want to confirm if “Suspension constraint” component is the best solution compared with that hard contact scale? Can both work together without problems or if using the constraint component let hard contact scale to 0?
I don’t recommend suspension constraint component and it might be removed in the future. the reason is it’s behavior is not tunable and it can bounce the vehicle.
hard contact can also be bouncy but you can reduce it’s scale for better response with acceptable short penetrations.
I see, im saying that because in the v1.4 was added and this was mentioned in the log:
“-Suspension constraint adds a joint to each wheel and updates their limits at each tick.
This works much better then “Hard Contact” option so this is the recommended solution now.”
Ok then, so now recommended is “Hard Contact Scale” tunned based on the car setup to avoid the bouncy behaviour but still enough to avoid reach the limit as much as possible.
if you check v1.6 change log the hard contact implementation was replaced with a better one.
So far I had only tested convex collision on small surfaces and terrain, but when testing on steeper obstacles, I noticed that convex collision doesn’t work, the wheel goes into the object. I need the wheel to have a precise collision with the rocks while the player climbs a hill for example, it’s a more technical offroad game, the sphere collision works well, but it exceeds too much to the sides making it useless in my situation, the line trace option with multiple line traces (9 x 3 sides) works well most of the time but I believe it must be heavy for mobile devices to handle that amount of line traces. Am I doing something wrong, is there a way to make convex collision work with steeper surfaces?
it’s not about precision but about the nature of shape casting.
we have discussed the issues of open wheels before and currently fgear can not handle those cases.
multi line casting handles this up to some extent but it’s not perfect, sphere and convex casting will directly fail. it might be possible to achieve similar results with sphere or convex but you would have to cast multiple times(no such feature available right now).
I think hybrid or pure rigid body wheels are more suitable for off-road sims and we don’t have that right now.