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.
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