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- GTP_FasterNFastr
I can explain it to you all. It lies in the mathematical equations that are used to "describe" car physics. One of the best formulas to use for grip and an object with 4 contact points is called the "Pietzchke Formula."
This formula basically determines how much grip there should be. It works amazing at speed, the faster you go the more accurate! Now you're saying, wait usually as things increase the less predictable/accurate. With the Pietzchke Formula the inverse is true.
In the Pietzchke formula speed or velocity is in the denominator of the formula. Big Problem!! As the car's velocity slows, the velocity becomes closer and closer to ZERO. What happens when you divide by ZERO? Error, error! Undefined, impossible!
Sooooo, to get over that they (car game makers) use a second formula to simulate grip&contact for lower speeds. In older games you could actually feel where your car was being controlled by one formula and then switching over to the other. This is the case here!
It is extremely hard to simulate grip when v=0, hence the sliding problem. There you have it.
how about you post a link to an article? or site a reference? i cant find much on this guy or his "formula".
In either case its a bug.