To demonstrate, I added a cube to the sedan and it also started jumping around like the tank.
Naturally, I can’t just have a simple box as the vehicle collision for my project so upon testing, I realized that the sharper the angle of these boxes is, the more chances of it getting affected. So at 90 degrees, it’s completely affected, at 45 degree it’s hardly affected.
If this can be fixed code-side, then great, otherwise, I’ll have to rework all of my vehicle collisions to be rounder instead of boxy
yes, as I have said it does happen in unreal 4.27 but not in 5.6 in the context of this test map.
fgear does nothing special with the physics body, we calculate the forces and apply them nothing more.
@lazybitgames Have some question related to ABS, which actually uses deltaV scaler,
In big update, Is gonna be improved/re-implemented too?
I mean, via BrakeTorque modulation / pulsing, per wheel?
For shorter stop distances + reach peak slipRatio without mLngSlipOverride hack.
Trying to avoid hacks, so disabled ABS (set to 0) and implemented my own EBD system.
Reduces BrakeTorque per wheel/axle to keep stability + avoids wheel lock (via SlipRatio/Angle)
For optimal slipratio im using the actual hack due this ABS pulsing system can be tricky.