unwheel questions

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carmatic

New Member
Jan 31, 2004
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why do the wheels stop spinning in mid air?

and does the boost actually do anything at all?
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
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Right behind you.
carmatic said:
why do the wheels stop spinning in mid air?

and does the boost actually do anything at all?

I don't know about the wheels but the boost DOES work, only it doesn't work very well on terrain because the wheels keep leaving the ground and, as you have just noted the wheels stop spinning in mid air so the overall effect is that of you still going at the same velocity. However on a smooth track (such as city-track or anything with a BSP or Mesh-Based track) there is a very significant boost in speed when using the boost.
 

carmatic

New Member
Jan 31, 2004
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hmm keep them wheels spinnin in the air, the cars look all lazy and stuff flying though the air like that... plus it doesnt seem to confer well to the momentum of the wheels if they suddenly behave like they are applying torque the moment they land on the ground... hmm does the ut2k4 vehicle engine use animations or something? like when you drive around in the scorpion or the hellbender and you let go of the gas suddenly you see the car stop but the wheels keep spinning like they are an animation or something... well good job to you guys that unwheel doesnt show this problem, but maybe you can use the same thing while the vehicles are in air?
 

BlackFish

ginger synther hipster
May 9, 2004
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Strange Optimization problem

I just played this mod, and it has a serious issue with optimizations.

Example in the arena map, it goes 40fps during the race. Then when the race ends it goes up to 110. WTF?
 

carmatic

New Member
Jan 31, 2004
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hmm and oh, i like the rally concept, like huuuge maps, lots of things to see, 10 mins to finish the track... but , like, ive tried to run on the 'lost' map, and there was this checkpoint that looks like it was in the beginning, and i can never reach it, and also the homogenity of the textures on the terrain makes the map look... umm... sickening...
plus the camera needs lots, and lots, of work... like on maps with steep ascents and descents like the aforementioned 'lost' map, the camera just floats waay high over the car... like it looks like its to give a good view , but it makes it hard to drive when you cant tell when the car is touching the ground... i miss the british guy's camera job...

and oh , big bouncy wheels and staticmeshes dont mix, it seems... it just makes my car go poof... very evident with monster trucks, especially the master of disaster....

and plus, when im selecting the vehicles the textures are messed up... sometimes... hmm....

also , :nag: i wish unwheel uses the normal/onslaught light system...i dunno but the current light looks kinda wierd especially in the hilltop map... how does the lighting system work?
 
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ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
carmatic said:
hmm and oh, i like the rally concept, like huuuge maps, lots of things to see, 10 mins to finish the track... but , like, ive tried to run on the 'lost' map, and there was this checkpoint that looks like it was in the beginning, and i can never reach it, and also the homogenity of the textures on the terrain makes the map look... umm... sickening...
plus the camera needs lots, and lots, of work... like on maps with steep ascents and descents like the aforementioned 'lost' map, the camera just floats waay high over the car... like it looks like its to give a good view , but it makes it hard to drive when you cant tell when the car is touching the ground... i miss the british guy's camera job...

and oh , big bouncy wheels and staticmeshes dont mix, it seems... it just makes my car go poof... very evident with monster trucks, especially the master of disaster....

and plus, when im selecting the vehicles the textures are messed up... sometimes... hmm....

also , :nag: i wish unwheel uses the normal/onslaught light system...i dunno but the current light looks kinda wierd especially in the hilltop map... how does the lighting system work?

Sorry! I'm responsible for UWRL-Lost. Really I need to add more to it to make it more interesting. The problem with the vehicle disappearing seems to be localised around the master of disaser, and I don't know how to fix it but Shrimp is probably working on it.
 

Shrimp

Seafood splatter
Jan 13, 2003
740
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Deep in South Africa
shrimpworks.za.net
Carmatic 1:
Do your wheels stop spinning completely, like they just stop?
The turbo will only work properly if your wheels are making decent amounts of contact with the ground (which only makes sense, a vehicle suspended in the air with all the power in the world still isn't going it move :D)

Carmatic 2:
Again, are your wheels stopping completely? They should still be spinning in the air.
I had to remove the torque being applied to airborne wheels as in UT2004 for some reason when they leave the ground they cause the vehicle to flip out backwards (or forwards if you're reversing). The problem seemd best solved by simply removing the power being applied to them. I have not noticed any slow-down when landing from a jump or anything, and Ican't see why there would be. I'll work on a way of making the wheels spin without applying any power... It'll be a purely visual effect though.
Yes, UT2004 vehicles (SVehicle) use animations for everything, suspension, wheels, everything. However this seems to be at the expense of the physics which as you're no doubt noticed are nowhere near as cool as UnWheels. The benifit however is that with the reduced physics quality, you get better performance and multiplayer. Also, then entire vehicle is a single model, where UnWheel (KVehicle) uses a body mesh and 4 seperate wheels, held in position by Karma joints (so we end up with 9 seperate Karma objects for every vehicle, where SVehicle uses 1).

BlackFish:
The vehicles are 100% pure high-detail Karma physics, meaning you're going to need a pretty decent CPU to run the game smoothley.

Carmatic 3:
Yes the camera's not perfect... :D
Can you make it die with something like the Flair-XF or the X-Verts? I have applied a new UT2004 property to their wheels and body which *should* be preventing the deleting.
Will fix the texture thing...
I wanted to add the new lights (which are better than the Bulldog's), but unfortunately time was not on our side. Hopefully they'll be in the next version.
 

carmatic

New Member
Jan 31, 2004
746
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monster trucks still die... big wheels + high detail physics = poofing cars...

umm well the wheels just seem like they are paralysed in mid air, they slow down to a halt in the air and then suddenly start spinning fast again when they hit the ground as if they had no angular momentum...

maybe its just a visual thing or something... like do the vehicles actualy start flipping in mid air if the wheels are left spinning? which is ironic because this implies that they have some kind of mass and inertia, but the moment they land its the opposite, they spin at maximum speed instantly...

so for all intents and purposes or something the default svehicles behave like big sliding bricks with fake wheels... or something... maybe they are the reason why the network between ut2k4 and 2k3 is broken....
and i have an idea for the lights or something... maybe, like, it can have a half life 1 - effect , whereever the projector hits, a light source is applied there... should make it look nicer with complex places ... or something...

also can you make the engine sound so that it follows the wheel's rpm... or is that already implemented...
and oh the boost should give a torque boost, most of the time in the environments that the unreal engine is famous for rendering, the vehicles dont get alot of ground contact, and a nice torque boost that possibly sends the monster trucks into a wheelie would be welcome...
:nag:
and umm what kind of texture-proccessing effects can the ut2k4 engine handle... i wasthinking, maybe at higher rpms, the wheels textures can be blurred ... or something... like the wheels have their original texture, then a motion-blurred one, then the texture fades between the two as the rpm increases...or if thats not possible, maybe just a wheel mesh containing a motion-warped texture that is slightly larger than the original wheel , and gets more and more opaque as the rpm increases... hmm...

i understand like your pushign deadlines like normal commercial game companies do and things are gonna get left out like commercial games, but since this is a mod... hmm... lets make something cool....

and oh, i still cant forget that thing i said about... puffs of dirt and stuff.. comic-style collision-enhancing particle effects...

and aah i almost forgot... for the street cars, they should behave in a more... spectator-like fashion.. there should be enough grip in their tires to induce a 'strafing'-like effect , like they literally push the car sideways when its turning so it doesnt drift... and the skidding should only start once this force is overcome by the car's momentum... hmm... i guess im talking quite alot...

but oh yeah i loooove the rally concept... ive never seen a map as big as 'lost' or as big as 'templerun' before... templerun is impressive! like its like not quite from a traditional racer , but it has elements of a fps , and combined with a classic racing map ... i wish it was longer tho, like as long as a normal racing game track or something with tunnels , more scenery, bla bla bla.... how difficult is it to make rally maps? they can be quite beautiful even if they are sparse, and maybe its a good thing that they are as sparse as they are, it gives a good feeling of travelling over a long distance...

and i saw a real life 'bugger' today (i think its a volkswagen) , hmm maybe the in game bugger should be abit wider... it looks abit too thin...and the camera for it is completely messed up too... although i kind of liked the camera for the dump truck, and for the monster trucks, its nice to see the front of the car rotating like its bobbing around... the dump truck needs to be bigger, tho, maybe leviathan sized, and maybe reserved for special gametypes...

and oh yeah ive been wanting to ask this for a long long time... like is it possible to have suspension animations... that was one of the things i looked forward to in the ut2k4 vehicle system... like the scorpion has moving suspension, maybe its just animation but it looks alot better than the still suspension structures in the monster trucks when the wheels just slide beside them... maybe theres a way to have a parametric animation or something... like you just have to give the shape for 'fully extended' and 'fully compressed' and the game just moves between the two?
 
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