off the top of my head, it sounds like the wheel physics objects don't have
any dampening or anything; you could try modifying the base code at
initialize so that they get a decent damp value (rotational damping) so then
when it's moving through the air, they still would spin, but it wouldn't go
nuts.

also there's air friction (i forget what the variable is called)


On Mon, Jul 28, 2008 at 11:14 PM, Skillet <[EMAIL PROTECTED]> wrote:

> 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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-- 
-Tony
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