Godot Version
4.2
Question
I’m trying to develop a game using VehicleBody3D and subsequently the Wheel3D node. I have everything with the code logic working perfectly fine, but the problem is that the car has a tendency to bounce when it hits an edge in the environment/floor/ground. What I mean is that you’ll be driving, and randomly (when the car runs over an edge in the staticbody’s collision), either the front wheels or the back wheels will bounce up, either being super annoying or just completely flipping the car.
I’ve trying to tune it through the Wheel’s settings (damping, stiffness, travel), yet nothing seems to work beyond a marginal difference. Additionally, the documentation for a lot of these settings seems either counterintuitive or just flat out wrong. The documentation recommends a certain number for a certain type of car, but the default number is far beyond what it recommends. Stiffness especially, the documentation recommends a stiffness of like 100 for a formula 1 car, but a stiffness of 100 produces a super bouncy suspension system that wobbles like a ship.
A factor that I’m considering could be the problem is the staticbody floor itself, which is a plane mesh subdivided into many faces. Even in the mesh’s flat areas, I still run into the problem. Possibly the problem lies with be using a plane for the mesh? I wouldn’t really understand why that would be the reason but I’m kind of running out of logic here.