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author | Nikolay Korolev <nickvnuk@gmail.com> | 2021-07-11 10:23:59 +0300 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2021-07-11 10:23:59 +0300 |
commit | 776d46aacbc9317cb05c0d45949b4e4a2d45d848 (patch) | |
tree | 5ef3bfb77974917b7bbe47d50045f6b0f4768362 /src/vehicles | |
parent | 62425b586631f95d67f2c9ba8c9a4f202e03bda4 (diff) | |
parent | 6a2ce2031392efa51c061e99062bcdff1b5725b1 (diff) |
Merge remote-tracking branch 'upstream/lcs' into lcs
Diffstat (limited to 'src/vehicles')
-rw-r--r-- | src/vehicles/Vehicle.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp index e684aad7..49427476 100644 --- a/src/vehicles/Vehicle.cpp +++ b/src/vehicles/Vehicle.cpp @@ -817,11 +817,12 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon if(contactSpeedRight != 0.0f){ // exert opposing force right = -contactSpeedRight/wheelsOnGround; -#ifdef FIX_BUGS + // BUG? // contactSpeedRight is independent of framerate but right has timestep as a factor // so we probably have to fix this - right *= CTimer::GetTimeStepFix(); -#endif + // fixing this causes jittery cars at 15fps, and causes the car to move backwards slowly at 18fps + // at 19fps, the effects are gone ... + //right *= CTimer::GetTimeStepFix(); if(wheelStatus == WHEEL_STATUS_BURST){ float fwdspeed = Min(contactSpeedFwd, fBurstSpeedMax); |