diff --git a/src/karts/kart.cpp b/src/karts/kart.cpp index f8e4972d4..52bcfc89c 100644 --- a/src/karts/kart.cpp +++ b/src/karts/kart.cpp @@ -2043,7 +2043,10 @@ void Kart::crashed(const Material *m, const Vec3 &normal) impulse *= ( abs_speed<10 ? 10.0f : sqrt(abs_speed) ) * m_kart_properties->getCollisionTerrainImpulse(); m_bounce_back_time = 0.2f; - m_vehicle->setTimedCentralImpulse(0.1f, impulse); + m_bounce_back_time = 0.0f;; + impulse = Vec3(0, 0, 0); + //m_vehicle->setTimedCentralImpulse(0.1f, impulse); + m_vehicle->setTimedCentralImpulse(0.0, impulse); } // If there is a quad graph, push the kart towards the previous // graph node center (we have to use the previous point since the diff --git a/src/physics/btKart.cpp b/src/physics/btKart.cpp index d9b3d68b1..1aff3b8be 100644 --- a/src/physics/btKart.cpp +++ b/src/physics/btKart.cpp @@ -675,7 +675,7 @@ void btKart::updateSuspension(btScalar deltaTime) // force is used, which makes it much less likely for the kart to hit // the terrain, while when driving on flat terrain (length small), // there is hardly any difference - length_diff *= f*f; + //length_diff *= f*f; force = wheel_info.m_suspensionStiffness * length_diff * wheel_info.m_clippedInvContactDotSuspension;