So, my car when pressing straight(and only straight), kept veering. So, I made the wheel collider’s sideways friction from 0.01 to 0.08. Now, the car doesn’t veer much, just a tad. But, changing the values from 0.01 to 0.08 makes the car flip insanely while turning, which it only slid before at 90 mph. Which, is realistic9it not flipping, just sliding). Can anyone help me on this? I want good steering ability(which changing from 0.01 to 0.08 did). but I also want the car to slide at 50+ mph, and not veer. Are there any ways to do that? I just can’t win with this.
I adjust my slipping with the speed of the car, lowered its mass to ground level,added suspension, and used this http://forum.unity3d.com/threads/50643-How-to-make-a-physically-real-stable-car-with-WheelColliders
below is slippiness with speed
wb1 etc are wheel colliders
var slide : float = 25000;
function FixedUpdate(){
var slip : float;
slip = (0.01 + 0.022/(rigidbody.velocity.magnitude+1))*slide;
wb1.sidewaysFriction.stiffness = slip;
wb2.sidewaysFriction.stiffness = slip;
wb3.sidewaysFriction.stiffness = slip;
wb4.sidewaysFriction.stiffness = slip;
wa1.sidewaysFriction.stiffness = slip;
wa2.sidewaysFriction.stiffness = slip;
wa3.sidewaysFriction.stiffness = slip;
wa4.sidewaysFriction.stiffness = slip;
}