Let me rephrase my question. First, I must apologize. 'Wonky' is not, in fact, a very technical term. What I mean to say is that the wheels behave as though they are driven. If breaks are applied while in the air, they slow down, but not to a stop. They don't spin up to the point of creating physics errors, they simply create some unpleasant side effects when the stabilization is turned off and you start landing. The additional torque pitches the vehicle up, and when you land, all that momentum translates into you immediately moving forward or backward.
Taking Tony's advice, I tried damping them using : GetPhysics()->GetVehicle()->SetWeelFriciton() GetPhysics()->GetWheel(i)->SetDragCoefficient() GetPhysics()->GetWheel(i)->SetDamping() but only the last one had any effect. Unfortunately, any damping value high enough to kill the rotation while flying also killed the ability to drive. What I'm doing for now is setting the damping really high while the jets are on which solves the graphical issue, but when I release them and undo the damping, they still start spinning on the way down, making the vehicle pitch up. I'm looking for any solution that will keep the wheels from spinning not only while the jets are on, but also while they are off and the car is falling back to earth. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

