This was a test of a dynamic friction mode for cars that I've been wanting to do for some time already. I'm using totImp3 to get the x,y forces on each wheel, relative to the background, then convert them to x,y values relative to the wheel, and finally apply Drift mode if the forces in X or Y exceed a certain value. Currently has a lot of bugs (for example, the car has a nearly infinite maximum speed when the rear wheels drift
) It isn't 100% accurate drifting but it's a major step forward from the simpler cars that plague the Algobox. What I'm most concerned about with this thing is that it lags slightly to me... so more complexity isn't really a good idea
W to accelerate, S to brake, mouse to steer and SHIFT to handbrake (NOT toggled obviously!)
The thrusters on the wheels give a nice effect. Drift mode is Red and normal is dark grey
Also I'm sorry but the wheels rotate 360º without constraints, I tried clamp but it's obviously going to be more complex than that
Uses heavily rescripted Kilinich's
K-Wheels (Not really the name but sounded accurate since, well... K-Wing
)
Link to his scene here