LateBrake v0.5.91 — Four-Corner Suspension Research (Source-only pre-release)¶
SOURCE-ONLY experimental GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Windows installer, Android APK/AAB or installed game is included. GitHub-provided source ZIP/tar.gz archives are not installers, and this pre-release intentionally has zero executable binaries / zero attached assets.
Important branch qualification: v0.5.91 freezes the tested source
from draft pull request #295.
This tag is an experimental source snapshot from an unmerged development
branch, not a new stable release or proof that the Unreal game on main
contains these changes. The protected main branch remains separate.
The release workflow must verify the exact same-repository PR head, run
source tests at that immutable SHA and refuse to move an existing tag.
New source since v0.5.90¶
Actual four-corner rigid-body suspension research¶
- Four independent, measured WorldStatic ground traces at shared front-left, front-right, rear-left and rear-right wheel anchors.
- Each accepted corner samples actual Chaos point velocity, validated
road-normal slope and spring compression, then submits bounded vertical
AddForceAtLocationforces to the physical chassis. - Unlocked real chassis pitch and roll, limited axle-local anti-roll load transfer, mass/gravity-aware spring force bounds and measured front-steering/rear-drive axle support. Partially unloaded or airborne wheels never receive an invented rear motor or front steering authority.
- Visual-only spindle travel uses the same canonical corner geometry, without decorative wheel movement feeding back into physics probes.
- Controlled reacquisition of rear motor and front steering grip after genuine recontact, while immediate load losses cut authorization.
- Non-shipping
LATEBRAKE_SUSPENSION v=1diagnostic logs: first valid frame, rate-limited changes in measured supporting-wheel load, grid-to-GO transition and a low-frequency heartbeat. Brief events are latched until the next allowed record, but the log remains lossy and is not physical validation.
Handling and source safety¶
- Near-vertical body attitudes retain real spring/gravity momentum without applying undefined planar motor or steering directions.
- Finite game-frame stalls above the supported 100 ms spring interval suppress invalid drive calculations without hard-zeroing valid Chaos linear/angular momentum.
- Six optional surface/drag/braking/grip/yaw/gearbox rejection paths revoke driving input and stale traction without freezing valid previously submitted chassis spring forces.
- Strict source bounds, isolated heave/pitch/roll test models, 120k+ stress frames and source-binding tests guard against nonfinite/invalid contact or fabricated wheel support.
Engineering scope: these are four spring rays and force positions on an Unreal rigid-body prototype, not independent Chaos Vehicles wheel/tire contact dynamics, professional vehicle art, authored track assets, or a verified 3D racing experience.
Source-only qualification¶
The publisher checks the exact, pinned draft-PR commit on Windows, Ubuntu and macOS with the complete standalone C++20/CTest suite, Python Unreal source-binding regressions, release-script syntax and provenance checks, and MkDocs documentation integrity. All of these are genuine source validations, not licensed Unreal Engine 5.8 Editor/UHT/game compilation or installation tests.
The publisher verifies the existing v0.5.90 asset-free prerelease, draft PR #295 ownership/head identity, tag immutability, exact SHA alignment and zero attached executable assets. It never publishes or labels a playable Win64/Android game candidate.
Work still required before any playable release¶
- Compile with licensed Unreal Engine 5.8 Editor/UHT and a real Win64 game target, then cook the original project circuit and inspect errors.
- Drive a genuinely packaged Windows candidate with keyboard/gamepad at 30/60/120 FPS; check curb strikes, partial support, airborne motion, pitch/roll, brakes, steering, traction, and frame-stall recovery.
- Verify physics, camera, collision, gate timing, pause/recovery and local saves on the same exact binary and source/map identity.
- Build original finished vehicle/track content and a Windows installer, then independently test an installed candidate.
- Keep multiplayer, Android device qualification, and stable release promotion behind their separate acceptance gates.
The source is BSD-3-Clause; Unreal Engine code and assets are covered by Epic's own license. Donations, if desired, use https://buymeacoffee.com/sanskarIN.
SOURCE-ONLY — NOT a playable game build — zero executable binaries. Source archives are not installers.