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authorNikolay Korolev <nickvnuk@gmail.com>2021-07-11 09:23:59 +0200
committerNikolay Korolev <nickvnuk@gmail.com>2021-07-11 09:23:59 +0200
commit776d46aacbc9317cb05c0d45949b4e4a2d45d848 (patch)
tree5ef3bfb77974917b7bbe47d50045f6b0f4768362 /src/vehicles/Vehicle.cpp
parentMerge remote-tracking branch 'upstream/lcs' into lcs (diff)
parentMerge remote-tracking branch 'origin/miami' into lcs (diff)
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Diffstat (limited to '')
-rw-r--r--src/vehicles/Vehicle.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index e684aad7..49427476 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -817,11 +817,12 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
if(contactSpeedRight != 0.0f){
// exert opposing force
right = -contactSpeedRight/wheelsOnGround;
-#ifdef FIX_BUGS
+ // BUG?
// contactSpeedRight is independent of framerate but right has timestep as a factor
// so we probably have to fix this
- right *= CTimer::GetTimeStepFix();
-#endif
+ // fixing this causes jittery cars at 15fps, and causes the car to move backwards slowly at 18fps
+ // at 19fps, the effects are gone ...
+ //right *= CTimer::GetTimeStepFix();
if(wheelStatus == WHEEL_STATUS_BURST){
float fwdspeed = Min(contactSpeedFwd, fBurstSpeedMax);