There seems to be a problem with the wheel friction model that causes unrealistic amounts of grip.
I posted a picture that should help me explain this better. One thing that really messes up a racing game is when the traction model gets messed up when the car is running around a banked turn.
To make things worse, my game uses many different road types, that tend to put the car under a lot of pressure.
For example, a loop (see screenshot)
In this particular example, the car rapidly accelerates to 200 MPH + by time it ends the loop.
Does anyone have any suggestions on how I could reduce the impact on grip when the car is under pressure?
The wheel collider has a rather unrealistic nature. Impossible grip levels, unexpected drifting, very high acceleration occurs from time to time. For instance changing gravity increases the cars top speed, which it should not. I guess what you experience is similar. Some people prefer to make their own wheel collider, with their own physics. If you want a realistic car, I guess it is the only way for now.
Tig: That’s exactly it. The game engine I used to use did not have this problem and still used the PhysX car. There must have been a special way to reduce this effect. I’m still looking into it now.
I’ve got a buddy who is creating a new game engine with PhysX in it, so I’ll ask him if he has the same problem.
Well… I got my problem solved. I basically made a G-force meter and used it to multiply the traction. I also went through and plotted some Math.Asin’s and that smoothed out the bad reaction to landing jumps.