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[UPDATE] Anti Gravity Racing Kit 2.2

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    Sure, seems like it got lost with the recent forum update:

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    With all the details I added recently, I decided this next update willl shift the package from 2.0.X to 2.X for a number of reasons. It will introduce the new features I mentioned above (+ some more I'm currently working on), a new documentation, new marketplace appearance, an updated demo / demo video.

    This will be a relatively big update, but the final one introducing new features since I'm very busy with different projects from now on. Forum support and all future engine versions will be still supported in the future.

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      It would be awesome for testing out track ideas quickly. .

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        Is it work for cars?

        Hey! Is this system can be work for cars? I can animate the tyres it's not a problem, i have a sci-fi car(it's not flying you can think its formula1 car but on the future) doing like 500-600km/h, if i try to push that speed on default unreal engine physics it's not work well, so i think maybe your vehicle system can be work for that.

        Second question, i saw your cockpit design https://www.artstation.com/artwork/rrQE6
        it would be good if you add it to the project for cockpit view!! =)

        By the way when you will release the 4.23 Version?

        Thank you!

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          Hi Supline

          The vehicle is not made with tires in mind, so I highly recommend checking out alternatives for now. Tire physics is very important if your car has contact to the ground, because conventional vehicle physics is heavily depending on it. I'm not the designer of the vehicle, and a cockpit view is not planned for now. As soon as the documentation is ready, I can release the new update for UE 4.23.

          All the Best,
          Alwin

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            Demo Version 2.1

            New Demo for Version 2.1 is available on xblueprint.de. Update 2.1 should be available this Week.


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            Edit: New demo is available for download!
            Last edited by Alwin; 12-04-2019, 04:02 PM.

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              Is there any way to vehicles overtake each other? like from left or from right, because they are trying to pass through inside each other but i make a crash system so, they're see block all object there, but they continue to move towards the middle of the vehicle in front. thank you

              Comment


                An overtaking system is possible, but you would need an additional spline for this to work properly. There are simpler ways to achieve this however.

                The vehicles will only pass through each other if they all have the same physics setup. Since they all have the same properties, they drive on the same ideal line, which makes it hard for them to overtake each other.

                You could first test the system with different vehicle setups for each AI Player, this resolves the issue since they don't drive on the same ideal line, and therefore are able to overtake each other without collisions.

                If you post a little more information about your setup, I think I can help you more effectively!

                Cheers

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                  Hey something wrong on the Open Track mode, its happen 4.22 its also not working 4.23 update now i tested, if i close the loop option, checkpoint will reset the player, if i delete all checkpoints, vehicles not going spline line, they are stop

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                    Hi and thanks for the report Supline, I will take a closer look into this issue and fix it for the next update.

                    Screen captures are a very good way to display these kind of issues. Thanks for the effort!

                    All the Best

                    Comment


                      Originally posted by Alwin View Post
                      Hi and thanks for the report Supline, I will take a closer look into this issue and fix it for the next update.

                      Screen captures are a very good way to display these kind of issues. Thanks for the effort!

                      All the Best
                      Once you have found the solution, I would appreciate it if you upload the image to how to fix, it will take longer to wait for the update on the marketplace.
                      Thank you!

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                        Supline I fixed the issue. I made too many adjustments to post it via screenshots, but the update is submitted and should be available shortly.

                        Update 2.1a
                        • Fixed: Checkpoint Reset Issue for Open Tracks
                        • Fixed: Total Race Time for Single Player in Race Overview
                        • Improved: Autopilot Setup optimized for Demo Track
                        • Improved: Additional AI Player Preset in the Racing Manager
                        • Improved: Refractive Glass Material for specific Track Parts
                        • Improved: Post Process Settings in Demo Map

                        If you like the package, feel free to leave a rating or a simple review to help me with further improvements of this package.

                        Thank y'all o/
                        Last edited by Alwin; 12-06-2019, 01:55 AM.

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                          Hey Alwin thank you for the update but smilar problem when i uncheck the loop option they are stuck middle of the track;



                          Comment


                            Supline thank you, this seems to be an integer value in an Autopilot Scan function. The issue is that open tracks have one track segment less than closed ones, and it has to be taken into account by the autopilot for the correct spline calculations.

                            I will include this fix in the next update, but until then you can quickly correct this by adding this condition into the macro Get Vehicle Time on Spline Track of the AG_Vehicle Blueprint.

                            You can simply copy and paste this node setup, this will fix the issue:



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                            Last edited by Alwin; 12-07-2019, 04:15 PM.

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                              @Alwin Great! Thank you for the update, also i did review about your product, you are so good on the support!
                              Can i ask, your next fix update, if you can make the AI less do not hit each other like when they start 2 column they can't see each other from left side and right side etc. or if they are slow in front of them, they try not to go through it, I would be grateful.^^

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                                Supline Thanks for the support! I scheduled different vehicle setups using child Blueprints for the next update, so they won't drive on the same ideal line.
                                I will post more on that soon.

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