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authorSergeanur <s.anureev@yandex.ua>2021-07-10 01:07:14 +0200
committerSergeanur <s.anureev@yandex.ua>2021-07-10 01:07:14 +0200
commit71d1b4641706a577f90a7f30493fbb9588b36f5f (patch)
tree386648347c57741590ad6f3254064233373c9de6 /src/vehicles
parentRemove redundant SampleManager.InitialiseChannel call (diff)
parentUpdate GXT compiler with fix of German (diff)
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Diffstat (limited to 'src/vehicles')
-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);