Fixing the Vehicle class in UE4 starting with NWheel implementation.

i admit i’m no help ref coding, but i’m interested
i’ve followed the main threads
Horrible Car Physics
[The Re-Inventing the Wheel Thread](https://forums.Horrible vehicle physicsunrealengine.com/showthread.php?88495-The-Re-Inventing-the-Wheel-Thread&highlight=wheel)
Tanks-tracks-and-N-wheeled-vehicles

i do have certain knowledge of having work on real vehicles including tanks and trucks, the simple fact that the second steered axle should have ca: half the turn angle (ackermann) along with castor/camber/toe-in/out , and tank neutral turns
but that for a later date.

i do wish you guys would get together a fix the vehicles for us.