Announcement

Collapse
No announcement yet.

FGear Vehicle Physics (v1.2)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by lazybitgames View Post

    we have not seen such jitter, can you show us a video?
    you can try using a regular spring camera to make sure it is not related to the camera code.
    and can you try packaging an exe and try it on the windows build.
    Hey, yes i tested with normal springarm camera and its gone. so it should come from fgearorbitcamera. It starts jigger when camera is nearly 90 degree to the car. Also on windows its much less after updating windows 10 sdk with visual studio but not gone completely. On Android its visible most.
    Last edited by Footman; 03-15-2020, 07:48 AM.

    Comment


      Also is there any multiplayer support? From demo maps i cant see this.

      Comment


        Originally posted by Footman View Post

        Hey, yes i tested with normal springarm camera and its gone. so it should come from fgearorbitcamera. It starts jigger when camera is nearly 90 degree to the car. Also on windows its much less after updating windows 10 sdk with visual studio but not gone completely. On Android its visible most.
        i see, probably substepping is effecting the camera code, we will look into it.

        Originally posted by Footman View Post
        Also is there any multiplayer support? From demo maps i cant see this.
        you can test with the multiplayer map in the sample project but it is known that replication has some issues, we are planning to rework the multiplayer part for the next version.

        Comment


          Originally posted by lazybitgames View Post

          i see, probably substepping is effecting the camera code, we will look into it.



          you can test with the multiplayer map in the sample project but it is known that replication has some issues, we are planning to rework the multiplayer part for the next version.
          thank you. yes i saw there are problems with interpolation in multiplayer. do you know probably when next version will be available?
          Last edited by Footman; 03-15-2020, 03:07 PM.

          Comment


            Originally posted by Footman View Post

            thank you. yes i saw there are problems with interpolation in multiplayer. do you know probably when next version will be available?
            there is no strict timeline for that and we want to solve it for good which may take some time. i would say it could take at least 2 months from now.

            Comment


              Originally posted by lazybitgames View Post

              there is no strict timeline for that and we want to solve it for good which may take some time. i would say it could take at least 2 months from now.
              is it possible to contact you for custom development for us?

              Comment


                Originally posted by Footman View Post

                is it possible to contact you for custom development for us?
                drop me a pm, we can discuss but no promises.

                Comment


                  Hi! When a car jumps off a ski jump and crashes into the ground like a toy car, it seems that the car's body doesn't have any weight. "Inertia Scale" or Angular Velocity and etc doesn't help. Can there still be parameters that can fix this situation?

                  Comment


                    Originally posted by ALM678mb View Post
                    Hi! When a car jumps off a ski jump and crashes into the ground like a toy car, it seems that the car's body doesn't have any weight. "Inertia Scale" or Angular Velocity and etc doesn't help. Can there still be parameters that can fix this situation?
                    is the problem about bouncing or fast movement response of the vehicle?

                    if it is about fast movement, inertia scale will certainly have positive effect on it but it also effects the overall driving so you need to be careful with that. some games might be using artificial effects to ease the high velocity impacts with the ground but that does not help what you need i think.

                    Comment


                      Originally posted by lazybitgames View Post

                      is the problem about bouncing or fast movement response of the vehicle?
                      I don 't know, it's hard to call it a problem . It's just that the car behaves unnaturally (like a toy car ) . I think this is due to the rapid movement of the car. In games like Forza Horizon 4, when the car bounces, it crashes hard into the ground (you can feel the weight of the real car), maybe I'm find fault on FGear and the problem is solved with PhysicAsset. Is it possible to achieve such an effect as in the game Forza Horizon 4 or NFS and etc?


                      https://www.youtube.com/watch?v=MfeieR81Wsg - Jumping in FH4 .

                      Link deleted - Jumping in UE4
                      Last edited by ALM678mb; 03-23-2020, 05:17 PM.

                      Comment


                        they must be faking it somehow, suspensions work normal in reasonable ranges but falling from 20 meters is another story, may be we can work on something like a landing assist.

                        Comment


                          Hi! One more question! Is it possible to walk to the RPM red line on the spot (the car is parked with the handbrake pressed)? It is interesting when you turn off "AutoChange" this trick is performed without problems ,but when I turn on this parameter "AutoChange" the car does not want to increase the RPM when it stands still.
                          Last edited by ALM678mb; 03-26-2020, 04:54 PM.

                          Comment


                            Originally posted by ALM678mb View Post
                            Hi! One more question! Is it possible to walk to the RPM red line on the spot (the car is parked with the handbrake pressed)? It is interesting when you turn off "AutoChange" this trick is performed without problems ,but when I turn on this parameter "AutoChange" the car does not want to increase the RPM when it stands still.
                            when the gear is not neutral it does not make sense for the engine to rev-up(in case the the axle with power is blocked by brakes), you need to either disengage the clutch or switch to neutral gear.

                            in games before a race starts the vehicles can rev-up while waiting for the green light, in such cases there is a hidden feature(StandardInput::setStartGridMode) but it is buggy in current version. if you want to use that drop me a mail and i can send you a local fix.

                            Comment

                            Working...
                            X