"I would have thought the car could do loops as it is."
Well, right now if you fly at the tall curved wall really fast, then the physics breaks if you hit it too hard. And I'm guessing that even if the tires didn't flip around, the car would still either get stuck, or would not make it around because the forces wouldn't be balanced right and the wheels would stop touching the surface halfway around the loop.
Of course I'm just guessing, but as the car can't even go off a jump at high speed now properly or consistently, I think my guess is a good one.
By properly or consistently, I mean that when I go off jumps at high speed a lot of the time the car isn't launched into the air properly, and as a result doesn't fly as far as it should, or just flips end over end.
Of course it's not so bad as to be unusable. It just isn't very physically accurate.
"b) making the contacts slightly soft (ie. allowing penetraction)."
I think you mean penetration. :-)
Actually now that you mention it, on that site I listed, it shows a method for calculating friction based on the amount which an object penetrates a surface. I don't think this code currently does that, but I'm not sure. I think it's more accurate if you do it that way instead of just using a generic ground friction when the wheels are in contact with something. Maybe it would help make the steering more realistic.
Well, right now if you fly at the tall curved wall really fast, then the physics breaks if you hit it too hard. And I'm guessing that even if the tires didn't flip around, the car would still either get stuck, or would not make it around because the forces wouldn't be balanced right and the wheels would stop touching the surface halfway around the loop.
Of course I'm just guessing, but as the car can't even go off a jump at high speed now properly or consistently, I think my guess is a good one.
By properly or consistently, I mean that when I go off jumps at high speed a lot of the time the car isn't launched into the air properly, and as a result doesn't fly as far as it should, or just flips end over end.
Of course it's not so bad as to be unusable. It just isn't very physically accurate.
"b) making the contacts slightly soft (ie. allowing penetraction)."
I think you mean penetration. :-)
Actually now that you mention it, on that site I listed, it shows a method for calculating friction based on the amount which an object penetrates a surface. I don't think this code currently does that, but I'm not sure. I think it's more accurate if you do it that way instead of just using a generic ground friction when the wheels are in contact with something. Maybe it would help make the steering more realistic.