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Addresses vehicle vibration issue #1 #2

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extrapolate64
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Mitigated abnormal vehicle vibration of issue #1 by adjusting CollisionShape dimensions. The shape seems to significantly impact the strength of vehicle vibrations in Godot. This depends primarily on whether the CollisionShape length extends beyond the wheel placement, followed by a marginal significance of ColllisionShape width, regardless of wheel placement. CollisionShape depth is seemingly unimportant.

The shape also seems to affect whether the vibration is introduced to situations of braking to a stop, and continuing to apply the brake when stopped.

Changing wheel_friction_slip could reduce vibrations, but doing so directly impairs handling.

Mitigated abnormal vehicle vibration of issue BastiaanOlij#1 by adjusting CollisionShape dimensions. The shape seems to significantly impact the strength of vehicle vibrations in Godot. This depends primarily on whether the CollisionShape length extends beyond the wheel placement, followed by a marginal significance of ColllisionShape width, regardless of wheel placement. CollisionShape depth is seemingly unimportant.

The shape also seems to affect whether the vibration is introduced to situations of braking to a stop, and continuing to apply the brake when stopped.

Changing wheel_friction_slip could reduce vibrations, but doing so directly impairs handling.
@BastiaanOlij
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Hmm, I hadn't thought to check whether the size of the bodies collision shape would make a difference. I guess it makes sense as the forces are inacted on that body..

I have to find some time to test this some more :)

Btw, note that this PR that hopefully will be in 3.0.3 or else in 3.1 makes a difference too:
godotengine/godot#17854

@extrapolate64
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Excellent, I am glad you were able to determine a fundamental fix in the engine. In light of this I will close this request, as the issue will be resolved in Godot.

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2 participants