A timer would be a bit more unreliable to tick every frame.
Though i guess you mean use a timer to get a fixed delta.
A timer would be a bit more unreliable to tick every frame.
Though i guess you mean use a timer to get a fixed delta.
Got it, it works now!!!
I think… let me try it again.
So perhaps the wheel comps were making this work incorrectly??? Also I feel like it may actually still be moving super slightly faster while at a slower fps but im not sure. I have these speed particles behind the vehicle that will appear at a certain speed. When at 5 fps they appear right away while at 120 they dont so im not sure. Visually though the vehicle is definitely moving at a VERY similar speed
And with this going at a similar speed, does substepping need to be applied for this to continue to work?
Sorry it seems ive mixed them up. (Add force ani impulse)
Apologies for that. Great work on you for persisting.
You can try readding the old function, and remove the dt.
A small diff is expectable i think. Specially with particles, they use randomness probably.
Maybe the wheels made a diff but not sure.
The accel input finterp code might have complicated it.
Alright, ill put it back together to a form of where it looked before and reply back on the outcome. Thank you for sticking with me though, much appreciated.
Okay so there’s some things that don’t work properly here. I went back to just try the old system and it does work im just wondering if it has to do with how my tick is presented. I have 4 of the same functions calling the different wheels. Since they aren’t all at the same time, do you think this would play into the speed being slightly different? (I was getting a lot of aerial problems without using the wheel comps) I would fly off into the sunset without loosing speed etc etc…
Just saying, the speed is decently close between fps when I dont multiply by DT on my old system. Like 5% difference from 120 to 60 it seems. It’s not like 2X or 4X faster.
Would you suggest I try to use a set timer by event??? If so, what would the time be that would loop? And is this fully fps independent??
Tried the timer again. Not sure why but it 4X the speed when changing from 120 and 30 yet again. It’s so strange
im not sure. why do you have 4 execution lines connecting there?
can you show me the rest?
i don’t recommend timers. like i said. if you want to run something every frame is better to have a tick than a timer.
unfortunately i haven’t used much of the wheel comps so i’m not sure.
what do you mean by calling it for times?
Hey there,
This is a long discussion to follow and surely I’m lost on the details but I want to share my experience anyway.
You probably need “last frame correction” because the ticks are distinct and some continuous timer is probably being cut short or overshoots for a single tick.
I am suspecting that the FInterpTo is responsible for limiting the value that you are printing in your first post and I suggest you make your own function that nails the upper limit at the exact value you need when you overshoot it.
Integrating over time will always relay on frame time. There are a ton of ways to try to mitigate it but it is usually an overkill and always has its downsides.
When you mention a “last frame correction” how would I to implement this? Also to achieve what Finterp does, could I make my own custom float curve to mimic what Finterp does and just connect that to a lerp’s alpha??
The 4 pins are just in air force. How the car will lean forward or backward in air depending on events. I’ve disconnected it multiple times and there is no difference to the speed, it all works perfectly when fps is changed. It’s just everything after that makes it not work perfectly
The image shows the same function being called but for each wheel component. I’m just wondering if the order of these not all being called EXACTLY at the same time would hinder it ever so slightly to give me the minimal fps disconnect. Would it be better to call the function only once and just duplicate the code for each wheel component inside the function?
agree. maybe you’re putting too much effort in getting it perfect.
thanks DzH0 for chiming in, im honestly lacking ideas here.
you can make a float curve asset. grab what normally would be the alpha. pass it through the curve, and use that as a new alpha.
make the curve normalized 0-1 on both axis. you’ll have to be careful to clamp the input alpha.
but i’m not sure it’s worth it though. might be worth trying.
i don’t know. i don’t think so. but it’s fairly easy to test. change the order.
i don’t know. i’d need to see the full code of when you call it and the full function. i don’t remember the whole function. i would have a function that does what it needs to do per wheel. then call that 4 times with each wheel as parameter. which seems to be how you have it.
but i really i don’t trust those 4 execution lines you have there. you haven’t showed me what that code is.
i honestly don’t understand what you wrote here.
did the original code was close without the dt?
is now 2-4x times faster? what are you trying to say?