Try setting kart (vs track specificially) friction to 0, and

reduce roll/pitch impact which should keep karts more parallel
to the ground.
This commit is contained in:
hiker 2017-03-23 19:22:53 +11:00
parent b8655e53cc
commit f35b9c9480

View File

@ -45,9 +45,9 @@
the ground if its off ground. Reduces the affect if a kart loses
contact with the ground (i.e. it then can't steer or accelerate
anymore).
angular-factor: Factor to change angular impulses. X and Z rotations
angular-factor: Factor to change angular impulses. X and Z rotations
are damped to avoid that karts in a collision are too easily pushed
into a roll or pitch, which makes them topple over
into a roll or pitch, which makes them topple over
smooth-flying-impulse: apply a torque impulse to flying kart to keep
them parallel to the ground. -->
<stability roll-influence="0.3"
@ -55,7 +55,7 @@
chassis-angular-damping="0"
downward-impulse-factor="5"
track-connection-accel="2"
angular-factor="1.0 1.0 1.0"
angular-factor="0.5 1.0 0.5"
smooth-flying-impulse="250" />
<!-- Turning
@ -125,7 +125,7 @@
</wheels>
<!-- Friction of a kart when e.g. sliding along a wall. -->
<friction kart-friction="0.5" />
<friction kart-friction="0.0" />
<!-- ********** Visuals ********** -->