by CryHam » 29 Jan 2013, 09:13
Well, I couldn't care less. I already fixed the simulation in 1.9, took me 2 months. It could be fixed once.
If you think that fixing physics happens by making gravity much higher than real value, then you're trying to make it unrealistic.
(Unless there is a bug in Bullet or VDrift sim, but there isn't, someone would find it much earlier).
Gravity is set in code, source\vdrift\collision_world.cpp, line 182: world->setGravity(btVector3(0.0, 0.0, -9.81)); I think it works ok the way it is.
Anyway gravity matters in FPS games, this is simulation, there is like 10 things that make the driving feeling, including tire friction, chassis friction, downforce etc.
Also if you have gone out of road, you have the answer why you can't drive there, you're out of road. The main thing about driving in any game is to stay on road. Road is smooth (ie no bumps), and has much more grip.
Even if it is a pool, for simulation advices I am only considering those from people who have played Richard Burns Rally (and liked it), that's my favourite game of all times and my goal WAS to get closer to RBR driving feeling.
Btw I'm slowly quiting the project.