Hi everyone,
To start the year off, I decided to keep working on motorcycle controls. Confident with how it feels, I have made them public on the Touristenfahrten world. They have:
- Physics based control method, where the front steering keeps the motorcycle balanced. No artificial forces when you are going faster than 6 KM/H to keep it upright.
- Placeholder drivetrain and tire physics. This will be worked on again in the future to improve the feel of the engine, gear shift...
2024-01-15 09:37:37 +0000 UTC
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Hi everyone!
The first working prototype has been made.
I wrote a separate software that reads data from VRC to send the FFB signals to the wheel.
There is currently a bit too much latency for use with this level of physics. A method with much less data latency will be required. This currently oscillates too much while driving fast, and the next versions may have a faster way to get data from VRC.
Not sure when I will pick up work for this again so it is kept in mind as low...
2023-12-22 08:07:04 +0000 UTC
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Hi everyone,
Happy holidays if I don't post again this month!
The new rim models for select cars have been uploaded to the Touristenfahrten world.
My plan for the rest of December is to make from scratch, at least 1 car model of my choosing (in that case, I will post again). Other than that, I will wind down from my day job, and Udon work to be with friends and family.
Thank you again for supporting me. The paid car modelling courses have been very helpful.
2023-12-04 02:36:49 +0000 UTC
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Hi everyone,
I started picking up 3D modelling as mentioned in the October update. I have started by modelling the rims for the cars I want to model.
This was done by getting image references from the internet and then tracing it in Blender. Next, I would adjust the parts to be curved by eyeing the reference images.
The next step will be to model these cars. I am looking at the DTM car to start off with, however, subject to change with how I feel.
Thank you again for ...
2023-11-29 23:50:34 +0000 UTC
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Hi Everyone,
In October and early November, I worked on fixing issues related to the new Unity 2022 version and the custom car netcode.
Since my last post, I mentioned, "I will be doing bug fixes and getting the Touristenfahrten world to be a more complete experience". Now, with most game stopping bugs out of the way, I have introduced 1 new feature before moving onto new things.
Hold "enter" or in VR, move "left stick down" to exit cars
As the beta fo...
2023-11-05 11:32:21 +0000 UTC
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Hi everyone,
In September, I have done the following (don't worry, some of these will have their own posts with pictures or videos!):
- Removed the respawn button in favour of a new UI that shows when you look at a designated parking spot.
- Reduced suspension and steering wobble when tire pressure is enabled.
- Fixed the spectator camera looking at the ground when the vehicle is moving up or downhill
- Added day and night cycle with UI to adjust it
...
2023-10-05 23:37:51 +0000 UTC
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Hi everyone,
The Touristenfahrten world now has the rumble strip and new suspension sounds. Previously, there were only suspension sounds that only played when the suspension goes past its limit, now it is more progressive with varying sound pitch and volume depending on how hard the wheel hits the ground.
Thank you for your support!
2023-08-19 18:51:45 +0000 UTC
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Hi everyone,
I have created the base of an interaction framework for use with my systems.
How does it work?
I will call objects you can grab "interactables". These interactables can be customised on how it's interacted with, such as:
- Clicking or grabbing
- What happens when it's interacted with
- What happens when it's dropped
- What happens while you are holding the interaction button
Doesn't VRC have thi...
2023-07-10 10:25:26 +0000 UTC
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Hi all,
I have developed a one dimension tire condition system that encompasses temperature and wear which influences the already existing tire pressure system.
After much testing, it was deemed not yet ready for racing application and was quite promising for road driving and drifting. Therefore it is turned off by default and can be turned on at the settings menu in the worlds.
A short description of how it works:
- When any frictional forces are generated the tir...
2023-07-10 10:17:05 +0000 UTC
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Hi everyone!
Let's start with the FPS hunting. So Unity UI was found to be a big factor in FPS, especially while driving. I will be disabling these out-of-car UI such as minimaps/spectator screen/leaderboard/other when you are driving.
In addition to this, I am also working on simplified tire physics so that Udon doesn't hog FPS so much when driving. This will be required for upcoming game worlds.
At this point, more focus will be put towards solidifying the current driving e...
2023-06-13 00:55:58 +0000 UTC
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Hello,
Other than the tire simulation being very expensive to do in Udon, I did a brief process of elimination on the Touristenfahrten world to see when VR FPS went back up while driving.
- Disabling parts of the world such as all the trees/grass/bushes did not help.
- Disabling many UI canvases visible at spawn seemed to help a considerable amount and I will look further into this.
That is all for now, I will continue to squeeze out more VR FPS out of the w...
2023-05-05 04:34:12 +0000 UTC
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Hello,
I have noticed that this world has gotten worse VR performance over time. This weekend, I will be working on alleviating some of the performance costs with the goal of increasing FPS for VR.
On a test map with trees and foliage, I was able to get 60 FPS in VR while driving, which should be the target to hit.
Why not try to get full FPS? Reminder that tire simulation in Udon is quite expensive and will take a good chunk out of VR users' frame rates. 60 FPS is better th...
2023-04-28 04:05:13 +0000 UTC
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Before I post the car physics and game progress, this video shows the arcade steering for the motorcycle. It works, however, I am not satisfied after having tried a MotoGP physics simulator.
2023-04-24 05:20:17 +0000 UTC
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I have attempted a few methods of controlling a bike so far and I want to continue persuing a physics-based method. This method is where it doesn't use any artificial forces to keep the bike upright, and only use the steering to balance the leaning once the bike is in motion.
The motorcycle is using the physics-based method in the video above. This does not currently work well over 150 km/h and will require more work.
More on the overall car physics version and game updates in the...
2023-04-23 16:51:07 +0000 UTC
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Hi Everyone,
I have been working on this newer version of the code for the past few months. This is not backwards compatible with my current worlds as it was rewritten from scratch with knowledge that I have gained from the first few attempts (v1 to v3).
Here's a summary of what's different:
- More component based. For example it is not hardcoded to 4 wheels, I can have a number of differentials and wheels connected to them. This "Object Oriented Programming" approach is...
2023-03-23 08:49:58 +0000 UTC
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Hi everyone,
For the past week, I have added a lap time display to the Touristenfahrten world. This will only show players in the instance and you can filter the list by car.
Thanks for you support!
2023-03-11 05:30:02 +0000 UTC
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Hi everyone,
I have come up with a way to power and balance vehicles that don't use combustion engines such as the hover tank.
What is it?
A reactor powered energy system. It consists of a reactor that provides heat, this heat goes to a turbine, and this turbine provides power to a capacitor for storage.
Devices can tap into this power storage to keep running, and the reactor w...
2023-03-11 05:25:51 +0000 UTC
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Hi everyone!
A simplified version (more FPS) of vehicle physics is on the way for this game. Featuring wheels that take on curbs correctly.
For the purpose of testing the logic of the transport game, I have imported 20km of my local area. This will be used for testing pick-up and drop-off logic for cargo, job balancing in terms of difficulty and reward, and placement of fuel stations and shops.
Thank you for your support and stay tuned for more updates.
2023-02-26 08:19:18 +0000 UTC
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Hello,
Thank you for your support. At this stage, I think I have a decent grasp on vehicle/tire physics. Next is to make more interactive experiences by creating game worlds. Two projects are planned, which will result in two new worlds. Additionally, the Udon Test world will also be revamped for people to try out the new mechanics and systems in a sandbox environment.
Transport Game (name pending)
In this game, the plan is to utilise wheeled vehicles ...
2023-01-24 09:23:11 +0000 UTC
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Hello!
I have updated the turbo sound to conform to the forced induction system upgrades. Going forward, "forced induction" will refer to a turbo and supercharger.
For forced induction, there will be a high pitched whining noise that can be heard over the engine and in the vicinity of the car. For turbos only, there will be a sound of air rushing into the engine that can only be heard up close.
Thank you for your support.
2023-01-21 05:16:22 +0000 UTC
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Hi everyone!
Before we start the new year, I have come up with a prototype that lets you steer with your hands in VR.
What's in the prototype?
- Lets you steer with your hands in VR.
- Show the optimal steering angle (red overlaid steering wheel) in some occasions, and always when the car is oversteering.
- Haptics for going against the steering correction of the car, including understeer and wheel lift.
- Keyboard / gamepad will ov...
2022-12-30 05:06:34 +0000 UTC
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Hi everyone,
I wish you all a safe and enjoyable festive season, this may be the last update until January.
To keep up with the goals I have set since September, I have made a new column for the Patreon roadmap on my Trello.
During this end of year period, I will also be taking up a once-off project for VRChat, it involves some sci-fi combat - more information in the next post.
2022-12-21 20:03:20 +0000 UTC
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Hi everyone,
I have improved the turbo simulation and it will be up on the Touristenfahrten map.
The calculations have been reworked to have the following:
- Exhaust manifold pressure vs back pressure, this yields more accurate turbo lag results and is now able to have negative boost pressure.
- Better blow off valve logic.
- Better control of the wastegate.
- Per gear boost mapping as demonstrated in the video (only present on the silver car as the oth...
2022-12-07 14:58:12 +0000 UTC
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Hi all,
Here is the video submission!
Many thanks.
2022-12-03 12:25:49 +0000 UTC
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Hello there,
As said in my previous post I was passionate about submitting a video. There will be a submission, and it will promote VRChat Udon creation by showing some car footage - a very simple ~1 minute Udon promotion.
The original vision was to have a custom made filming set and a "hero" car. This way, we would have the maximum visual quality for the video, however, I have become ill and have been unable to allocate time for work. Therefore it will be a mix of new and existin...
2022-11-28 10:22:58 +0000 UTC
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OK, so the previous post didn't want to embed the image and I have made this post just for that.
Cheers
2022-11-12 07:22:45 +0000 UTC
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Hi there,
Small update on the development roadmap. Car physics is currently the number one focus for my Udon work. Unfortunately this has slowed down due to my real work and life. Much of the work since September has been a variety of lunchtime to multi-day background work on the physics. For example, the testing of softbody tires, an alternative reflection method that yields higher quality reflections compared to Unity's Reflection Probe.
The background work consisted ...
2022-11-12 07:20:32 +0000 UTC
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I have previously said that the next post will be an overall roadmap of development in Udon, however, the subject of car development was too big to be combined with my other Udon work.
What will be different for the cars?
Firstly a new map for the Udon testing world will be created to test cars in different situations.
- Suspension testing, not just speed humps. Actually yes, just more elaborate and lengthier.
- Ground surface testing. Including grass...
2022-09-22 04:32:32 +0000 UTC
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Hi everyone,
I have come up with a roadmap that outlines the development goals and usages of tire physics that are used in my systems.
The current tire physics model is to be ground truth for the feel of driving. Even though it feels nice to drive, the code for it is not maintainable, and is hard to measure.
Three new tire models in development will branch into realism with more maintainable code and is easier to adjust and measure, used for racing and drifting. The second w...
2022-09-08 12:14:13 +0000 UTC
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There is now a high speed test track which is a fan recreation of the Special Stage Route X track.
2022-08-25 11:36:01 +0000 UTC
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