UnWheel
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Re: UnWheel
Ah yeah, the other surf. modifiers would be per car, not global.
Define the jerking around map for the cars of players that had joined before you.
Define the jerking around map for the cars of players that had joined before you.
- iRobot
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Re: UnWheel
You see them as if they are going up a ladder. They sort of teleport back and forth as if the server can't decide where to put them.
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Re: UnWheel
Thanks, seems like it's just replicating the karma.
- iRobot
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Re: UnWheel
Why does it not turn, even at low speed? Massive UNDERSTEER man.
The speed bar has around 30 segments, which for example I'll call 30mph flat out, but you can be doing 3mph and still not make some of the simplest turns.
The speed bar has around 30 segments, which for example I'll call 30mph flat out, but you can be doing 3mph and still not make some of the simplest turns.
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Re: UnWheel
This car will remain in understeer, otherwise you'll make a nice flip
Hmm but I could parametrize lateral friction / slip further for the low speed issue.


Hmm but I could parametrize lateral friction / slip further for the low speed issue.

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Re: UnWheel
Since I'm not very much catching you online, guys, Aza, can you add some code that will, clientsidedly check two variables for all vehicles, when you have the netcode problems described before?
It's these two booleans of UWSCar:
bVehicleInactive (should be all false)
bDriving (should be all true)
It's these two booleans of UWSCar:
bVehicleInactive (should be all false)
bDriving (should be all true)
- Azarael
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Re: UnWheel
bDriving True
bVehicleInactive False
Other player was not simulating correctly. Other player began to be correctly simulated when his pawn and vehicle were respawned (I did a lap to make him briefly irrelevant to my client).
bVehicleInactive False
Other player was not simulating correctly. Other player began to be correctly simulated when his pawn and vehicle were respawned (I did a lap to make him briefly irrelevant to my client).
- Azarael
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Re: UnWheel
Think I have it.
PostNetBeginPlay attempts to assign an instance of a UWInfo. No further attempts are made if this one fails. If it does fail, KMaxSpeed is multiplied by zero. Confirming whether or not I'm right, and if I am, I'll fix this garbage.
Edit: Confirmed fixed.
PostNetBeginPlay attempts to assign an instance of a UWInfo. No further attempts are made if this one fails. If it does fail, KMaxSpeed is multiplied by zero. Confirming whether or not I'm right, and if I am, I'll fix this garbage.
Edit: Confirmed fixed.
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Re: UnWheel
OK, I'll look into that with next draft (hopefully tomorrow, my morning). Have you made any other changes?
- Satin
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Re: UnWheel
I had a little go with it today (first time) it was pretty good actually. Given that there's some off road maps where you fly through the air a bit, is there going to be air-control like on racing, to better control how you hurtle through the air.
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