Oh yeah perfect the
I guess it's also way faster than averaging the normal of all raycasts
Wait don't forget the normal force
(negative dot product of the car's velocity with the normal of the surface it's on)
When a car climbs a hill (and receives positive Gs) the downforce increases because the car "slams" into the curve
When the car goes down the same hill, the normal force is the opposite because it "leaves" the curve
Maybe I read that a little fast but I feel like it's missing from the equation
I love this post, just my kind of litterature.
I'd love to see a screenshot of the cylinder collider mess, if it's still accessible, kinda like topology gore but in volume instead.
I've never liked the wheel collider component, even if I only tampered with it on a surface level. It's just the kind of thing that makes it "so much simpler" by being bloated with features and introduces so many undocumented problems and uneditable source.
Wait there's a hemisphere raycast? Or do you have a method that sends an array of them? Or maybe it's 3 raycasts and you interpolate the height with a circular ramp?
"Oh but what if your car rolls on rigid bodies, if it doesn't apply force it won't be realistic and-" Ok but what if the game doesn't have or need either? Sorry, more Wheel Collider rant lol. It's one of those systems that just feels like it's taking the decisions instead of the actual dev. It was a reoccurring sentiment I had working with many builtin systems of Unreal Engine.
Ok so the rebinding interface works just fine, but as soon as I enter the training stage, all bindings are reset to defaults (or maybe they were never saved in the first place)
I tried setting up a keyboard control scheme, but only T ever responded.
Oh and also, it turned out I was dumb, completely forgot you had to clutch to start a manual XD
I was there, holding brake, switching to every gear, pressing gas to maybe act as a choke... and all I needed was another button combo.
I'm gonna sound like a game journalist but a reminder to hold clutch and engine start before the first ignition on the training stage would look pretty on the bottom left ;)
The game until now feels really good, but one issue sadly prevents me from having fun:
It's really, really hard to know where your opponent is.
It's also really hard to even start a dogfight. it usually goes something like:
I spot the enemy, I try to shoot it down, we fly pass each other.
I try to circle around, can't find him, continue circling.
I see tracers from behind, I turn off the engine, he flies past me.
I shoot him, I miss, I loose his sight, I circle around, can't find him...
I'm not telling you to "just fix the AI", but if there was anything like a minimap, a green indicator active from behind or a camera control. just something so it feels less unfair (the enemy always knowing my position and not vice versa)