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 don’t 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 it’s try to turn left. (I don’t 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 it’s 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 doesn’t 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 “SedanArcade_BP” 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 don’t stop the instance.
After 2-3 minutes switch back to the PIE and try to accelerate.
Vehicle won’t accelerate nor reverse. It probably has something to do with the framerate being so low for some time (3 FPS) when the PIE doesn’t have focus.
I can also see that the limiter in the engine telemetry switches between “false” and “true” quickly.
the bug is in the ArcadeAssists component so it only occours with some of the cars.
the problem is that the code is converted from unity and in unity lerp function is clamped between 0-1 but it is not in unreal.
so the fix is to change the line:
float time = dt / (0.001f * mTorqueSplitterResponseTime);
to this:
float time = FMath::Clamp(dt / (0.001f * mTorqueSplitterResponseTime), 0.0f, 1.0f);
Hello, I purchased it and found some issues that I did not see in demo few months ago. There is jittering on sharp vehicle turning. I don’t know if it come from physics or from camera. I tested on both windows and android.
we have not seen such jitter, can you show us a video?
you can try using a regular spring camera to make sure it is not related to the camera code.
and can you try packaging an exe and try it on the windows build.