unclepauly
18-10-2006 22:17:12
hi,
my car looks like it is sliding on ice a little bit as it is driving in a striaght line, making it move from side to side, albeit a litle bit, but quite noticable.
using the isAirBorne function, i found out that at some point, all 4 wheels were coming off the floor just a little bit (obviously not all at the same time ), and this was causing the slipping-on-ice effect (if one wheel is off the ground i guess this causes weight transfer to the other side of the car..?)
what i also noticed was that if i scale my terrain SMALLER, this increases the effect a whole lot more - the wheels come off the ground alot more frequently, causing the ice-effect more frequently. the LARGER i made my terrain, the less frequent the problem.
more testing, and the SMALLER the terrain, the FASTER the car 'looks' to the human eye. the LARGER the terrain, the slower the car 'looks' to the human eye. i have written 'looks' in inverted commas becasue although the car may look fast/slower, the actual speed of the car in km/h (as returned from getVelocity.length * 3.6) is always constant.
i deduced that the reason the wheels are going air-borne is because the car is going too fast, and is too light. but, the 'actual' speed of the car (getVelocity) is not the problem because it remains constant regardless of the size of the terrain, it is how fast the car 'appears' to be travelling across the terrain (like i say,it goes faster the smaller the terrain). in addition, i have made the car super-heavy and the probem remains, so this suggests that the car is not too light.
so i guess my first question is, why does the car 'look' like it is travelling faster/slower depending on the size of the terrain? and is there a fix for this?
my car looks like it is sliding on ice a little bit as it is driving in a striaght line, making it move from side to side, albeit a litle bit, but quite noticable.
using the isAirBorne function, i found out that at some point, all 4 wheels were coming off the floor just a little bit (obviously not all at the same time ), and this was causing the slipping-on-ice effect (if one wheel is off the ground i guess this causes weight transfer to the other side of the car..?)
what i also noticed was that if i scale my terrain SMALLER, this increases the effect a whole lot more - the wheels come off the ground alot more frequently, causing the ice-effect more frequently. the LARGER i made my terrain, the less frequent the problem.
more testing, and the SMALLER the terrain, the FASTER the car 'looks' to the human eye. the LARGER the terrain, the slower the car 'looks' to the human eye. i have written 'looks' in inverted commas becasue although the car may look fast/slower, the actual speed of the car in km/h (as returned from getVelocity.length * 3.6) is always constant.
i deduced that the reason the wheels are going air-borne is because the car is going too fast, and is too light. but, the 'actual' speed of the car (getVelocity) is not the problem because it remains constant regardless of the size of the terrain, it is how fast the car 'appears' to be travelling across the terrain (like i say,it goes faster the smaller the terrain). in addition, i have made the car super-heavy and the probem remains, so this suggests that the car is not too light.
so i guess my first question is, why does the car 'look' like it is travelling faster/slower depending on the size of the terrain? and is there a fix for this?