Was able to solve it, getting there!
Had to tweak my rig a bit, also tried to tweak the collision meshes a bit better. Sprockets are gonna be a pain to try and get right, they’re my biggest issue at the moment. They don’t seem to register friction points upon collision most of the time - but the idlers seem to work just fine. They’re set up the same way.
Tried making their collision a bit bigger, but hard tell if it made it better or worse.
Is TrackSuspension(float)** not implemented for SuspensionStacks? I figured this value would be what I tweak to prevent the track from sinking under the ground? Or should I be tweaking the road wheel collisions for that instead?
Loving the plugin so far, once you figure out how all of this eventually ties together - it’s fairly pleasant to work with. Only crashes I’ve had was when working with the TrackSplinePointAnimated struct - but that was my fault because the array index kept going out of bounds. So it seems very stable as well
Latest video with debug;
[video]https://streamable.com/b656fm[/video]