Try tp reduce sudden rotation after a collision, and reduce frequencies

of kart being pushed into the air.
This commit is contained in:
hiker 2017-03-16 16:14:48 +11:00
parent 0f37f7cdc0
commit 9a5eec3761
2 changed files with 5 additions and 2 deletions

View File

@ -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

View File

@ -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;