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.
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