As far as I recall each of the buggy's wheels is a separate IPhysicsObject. You could investigate why the wheel physics objects are getting wonky in the first place or just freeze them temporarily.
On Mon, Jul 28, 2008 at 4:09 PM, Walter Gray <[EMAIL PROTECTED]> wrote: > I am trying, as a little experiment, to take the original buggy and make it > fly, or at least jump. I'm using AddVelocity(&jetPower, NULL) in the > DriveVehicle function to apply an upward thrust, and some code derived from > a CKeepUpright controller to keep it from tipping while it's in the air. > The trouble is that for some reason whenever I lift off, the wheels start > spinning like mad even if I'm not touching the movement controls. A call > to > SetDisableEngine(true) when I start the jets will keep them from going > crazy, but once I turn it back on when I turn off the jets in mid-air, the > wheels immediately start spinning again. It seems like just being in mid > air is enough to throttle the engine, and it causes some unwanted torqing > effects on the trip back down to earth. > > Is there something I'm missing here? There's got to be a better way than > keeping the engine disabled until the car touches down. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

