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(+2)

It sounds like everything might be working as expected -- this type of equation for tire forces is undefined when a wheel is at rest, because it is defined by slip/deformation. Under this model, a relaxed tire never really rests; it oscillates between gripping one way and another.

I recommend a minimum physics tick rate of 120Hz to mitigate the inherent error. Shorter intervals are better, at the expense of CPU. Then...hiding/clamping the fidgeting by brute force. The latter is a programmer's art. I owe a devlog to explain how I've addressed that problem, by request.

Thanks for taking the time to respond. Looking forward to that post.

(+1)

Oh yeah, I forgot to mention; for Godot 4, you should try the Godot Jolt physics addon. That might help your problem by itself.

Sorry it's late, but I wrote about the solution now:

https://lupine-vidya.itch.io/gdsim/devlog/677607/tires-at-rest-a-deceptive-solut...