-Weight distribution - Center Of Mass (COM)
-Electronic Stability Control (ESC) - tyre friction
-Steering - power or not (scale)
-Suspension - dampen (scale)
-Traction control system - tyre friction
-Downforce - if you mean aerodynamics then forget it (no air in game)
-Horsepower - think there is something in the code for this
afaik most of the above and more are already vars in the vehicle code which atm isn’t finished but you can have a look at my test video if you want
i think for the downforce the simplest way would be to increase the tyre friction by speed but then you would also need some form of cut off othrewise you’d be doing 200 mph doughnuts
remember as with all game stuff its all smoke & mirrors and not really full simulation
If you want to approach it like this, you’d have to look into programming your own C++ VehicleMovementComponent, which would allow you to simulate movement as advanced as you want.
If you’re doing some kind of racing/vehicle simulator, that’s a must. The stock vehicle code is great for sci-fi bouncing buggies that skid like crazy, but not much good for anything else in my experience and it’s somewhat unpredictable. There also aren’t really that many ways to fine-tune them. You aren’t going to get Gran-Turismo/Forza-like results with the stock vehicle code
Really nice. Did you make that? Would you be willing to create a tutorial or share some of the implementation? Either way, it’s clear that a nice implementation is possible.