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authorwithmorten <morten.with@gmail.com>2021-07-09 18:51:27 +0200
committerwithmorten <morten.with@gmail.com>2021-07-09 18:51:27 +0200
commitffe199290bc2540d33d438c40f67157bdb0cb0a1 (patch)
treedf1715a80af111b3edecd95e3233e780bf57dfea /src
parent0b269571d78487733d786d677e5f831d1781ef95 (diff)
fix jittery cars at 15fps
Diffstat (limited to 'src')
-rw-r--r--src/vehicles/Vehicle.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index a41e0fa0..932f4fbc 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -812,11 +812,12 @@ 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);