This is gonna be a long one…
I wanted to use some kind of axle setup so I could mount brake disk calipers, keeping them fixed while still allowing the wheel to steer. This is exactly how I would do it, and I just welded the disk calipers themselves with axle.
That did work, but I ran into two problems:
- The speed caps out around 600 sps, which is too slow for the type of game I’m making.
- The handling feels off as it’s way easier to lose traction compared to other chassis setups with the same physical properties.
After that, I tried cylindrical constraints, which I would do exactly like this, and it fixed pretty much everything. At the speed limits, the handling is super consistent, and the physics feel great. The only and big downside is that I’d basically have to give up on the axle idea. Simulating one externally with code just isn’t an option for me.
So I opted to use physics I created entirely myself, but I would need to know how it internally applies friction to be able to use this exact same method in my own physics. Does density play into the equation? What about understeer and oversteer?
I have so many questions that I’d really like to speak with someone specialized who could help me with just a little bit of everything. How could I do this?