From 4899a38265bdf7cc3362bba19b98013b2b95f399 Mon Sep 17 00:00:00 2001
From: Valera <108022376+kekobka@users.noreply.github.com>
Date: Sun, 15 Jun 2025 03:23:47 +0700
Subject: [PATCH] not work
---
Code/Base/Powertrain/Engine.cs | 2 +-
Code/Base/VeloXBase.cs | 2 +-
Code/Base/Wheel/Pacejka.cs | 55 +---------
Code/Base/Wheel/Suspension/BasicSuspension.cs | 18 +++
Code/Base/Wheel/Suspension/Hinge.cs | 26 +++++
.../Wheel/Suspension/MacPhersonSuspension.cs | 32 ++++++
Code/Base/Wheel/TirePreset.cs | 79 +++++++++++---
Code/Base/Wheel/VeloXWheel.Sound.cs | 28 +++++
Code/Base/Wheel/VeloXWheel.cs | 103 +++++++++---------
Code/Car/VeloXCar.Steering.cs | 2 +-
10 files changed, 225 insertions(+), 122 deletions(-)
create mode 100644 Code/Base/Wheel/Suspension/BasicSuspension.cs
create mode 100644 Code/Base/Wheel/Suspension/Hinge.cs
create mode 100644 Code/Base/Wheel/Suspension/MacPhersonSuspension.cs
create mode 100644 Code/Base/Wheel/VeloXWheel.Sound.cs
diff --git a/Code/Base/Powertrain/Engine.cs b/Code/Base/Powertrain/Engine.cs
index 400f67e..54756a4 100644
--- a/Code/Base/Powertrain/Engine.cs
+++ b/Code/Base/Powertrain/Engine.cs
@@ -87,7 +87,7 @@ public class Engine : PowertrainComponent
angularVelocity += finalTorque / inertiaSum * Time.Delta;
angularVelocity = Math.Max( angularVelocity, 0 );
- UpdateStream();
+ //UpdateStream();
return finalTorque;
}
diff --git a/Code/Base/VeloXBase.cs b/Code/Base/VeloXBase.cs
index b408534..6215466 100644
--- a/Code/Base/VeloXBase.cs
+++ b/Code/Base/VeloXBase.cs
@@ -15,7 +15,7 @@ public abstract partial class VeloXBase : Component
[Property, Group( "Components" )] public Rigidbody Body { get; protected set; }
[Property, Group( "Components" )] public Collider Collider { get; protected set; }
- [Sync] public Angles SteerAngle { get; set; }
+ [Sync( SyncFlags.Interpolate )] public Angles SteerAngle { get; set; }
public Vector3 LocalVelocity;
public float ForwardSpeed;
diff --git a/Code/Base/Wheel/Pacejka.cs b/Code/Base/Wheel/Pacejka.cs
index 7da7570..6dac58e 100644
--- a/Code/Base/Wheel/Pacejka.cs
+++ b/Code/Base/Wheel/Pacejka.cs
@@ -62,7 +62,7 @@ public class Pacejka
[Range( -300, 300 )] public float b1 = 0f; // 1
[Description( "Longitudinal friction coefficient at load = 0 (*1000)" )]
- [Range( -10, 10 )] public float b2 = 1690f; // 2
+ [Range( 0, 10000 )] public float b2 = 1690f; // 2
[Description( "Curvature factor of stiffness (N/%/kN**2)" )]
[Range( -100, 100 )] public float b3 = 0f; // 3
@@ -87,12 +87,6 @@ public class Pacejka
[Description( "Horizontal shift at load = 0 (%)" )]
[Range( -10, 10 )] public float b10 = 0f; // 10
-
- [Description( "Load influence on vertical shift (N/kN)" )]
- [Range( -10, 10 )] public float b11 = 0f; // 10
-
- [Description( "Vertical shift at load = 0 (N)" )]
- [Range( -10, 10 )] public float b12 = 0f; // 10
}
@@ -200,7 +194,7 @@ public class Pacejka
// longitudinal force
float BS = B * S;
- float Fx = D * Sin3Pi2( C * MathF.Atan( BS - E * (BS - MathF.Atan( BS )) ) );
+ float Fx = D * MathF.Sin( C * MathF.Atan( BS - E * (BS - MathF.Atan( BS )) ) );
// scale by surface friction
Fx *= friction_coeff;
@@ -220,8 +214,7 @@ public class Pacejka
float D = (a.a1 * Fz + a.a2) * Fz;
// stiffness at alpha = 0
- float BCD = a.a3 * Sin2Atan( Fz, a.a4 ) * (1 - a.a5 * MathF.Abs( gamma ));
-
+ float BCD = a.a3 * MathF.Atan2( Fz, a.a4 ) * (1 - a.a5 * MathF.Abs( gamma ));
// stiffness factor
float B = BCD / (C * D);
@@ -239,7 +232,7 @@ public class Pacejka
// lateral force
float BS = B * S;
- float Fy = D * Sin3Pi2( C * MathF.Atan( BS - E * (BS - MathF.Atan( BS )) ) ) + Sv;
+ float Fy = D * MathF.Sin( C * MathF.Atan( BS - E * (BS - MathF.Atan( BS )) ) ) + Sv;
// scale by surface friction
Fy *= friction_coeff;
@@ -279,7 +272,7 @@ public class Pacejka
// self-aligning torque
float BS = B * S;
- float Mz = D * Sin3Pi2( C * MathF.Atan( BS - E * (BS - MathF.Atan( BS )) ) ) + Sv;
+ float Mz = D * MathF.Sin( C * MathF.Atan( BS - E * (BS - MathF.Atan( BS )) ) ) + Sv;
// scale by surface friction
Mz *= friction_coeff;
@@ -306,42 +299,4 @@ public class Pacejka
float c = a * a + 1;
return MathF.Sqrt( c / (c + b * b) );
}
-
- public static float SinPi2( float x )
- {
- float s = x * x;
- float p = -1.8447486103462252e-04f;
- p = 8.3109378830028557e-03f + p * s;
- p = -1.6665578084732124e-01f + p * s;
- p = 1.0f + p * s;
- return p * x;
- }
-
- // Вычисление sin(x) для |x| <= 3π/2
- public static float Sin3Pi2( float x )
- {
- // Приведение x к интервалу [-π, π]
- if ( x < -MathF.PI )
- x += 2 * MathF.PI;
- else if ( x > MathF.PI )
- x -= 2 * MathF.PI;
-
- // Отражение в интервал [-π/2, π/2] с использованием симметрии
- if ( x < -MathF.PI / 2 )
- x = -MathF.PI - x;
- else if ( x > MathF.PI / 2 )
- x = MathF.PI - x;
-
- return SinPi2( x );
- }
-
- public static float Sin2Atan( float x )
- {
- return 2 * x / (x * x + 1);
- }
-
- public static float Sin2Atan( float y, float x )
- {
- return 2 * x * y / (x * x + y * y);
- }
}
diff --git a/Code/Base/Wheel/Suspension/BasicSuspension.cs b/Code/Base/Wheel/Suspension/BasicSuspension.cs
new file mode 100644
index 0000000..bed19d6
--- /dev/null
+++ b/Code/Base/Wheel/Suspension/BasicSuspension.cs
@@ -0,0 +1,18 @@
+namespace VeloX;
+
+public class BasicSuspension
+{
+ private readonly Hinge Hinge;
+
+ public BasicSuspension( Vector3 wheel, Vector3 hingeBody, Vector3 hingeWheel )
+ {
+ Vector3 hingePoint = wheel - (hingeWheel - hingeBody);
+ Hinge = new Hinge( hingePoint, hingeWheel - hingeBody );
+ }
+
+ public virtual void GetWheelTransform( float travel, out Rotation rotation, out Vector3 position )
+ {
+ rotation = Rotation.Identity;
+ position = Hinge.Rotate( travel );
+ }
+}
diff --git a/Code/Base/Wheel/Suspension/Hinge.cs b/Code/Base/Wheel/Suspension/Hinge.cs
new file mode 100644
index 0000000..db8d1d9
--- /dev/null
+++ b/Code/Base/Wheel/Suspension/Hinge.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace VeloX;
+
+internal readonly struct Hinge( Vector3 hinge_anchor, Vector3 hinge_arm )
+{
+ [Description( "the point that the wheels are rotated around as the suspension compresses" )]
+ public readonly Vector3 Anchor = hinge_anchor;
+
+ [Description( "anchor to wheel vector" )]
+ public readonly Vector3 Arm = hinge_arm;
+
+ [Description( "arm length squared" )]
+ public readonly float LengthSquared = hinge_arm.Dot( hinge_arm );
+
+ [Description( "1 / arm length in hinge axis normal plane" )]
+ public readonly float NormXY = 1 / MathF.Sqrt( hinge_arm.x * hinge_arm.x + hinge_arm.y * hinge_arm.y );
+
+ public readonly Vector3 Rotate( float travel )
+ {
+ float z = Arm.z + travel;
+ float lengthSq = MathF.Max( LengthSquared - z * z, 0.0f );
+ float nxy = NormXY * MathF.Sqrt( lengthSq );
+ return Anchor + new Vector3( Arm.x * nxy, Arm.y * nxy, z );
+ }
+}
diff --git a/Code/Base/Wheel/Suspension/MacPhersonSuspension.cs b/Code/Base/Wheel/Suspension/MacPhersonSuspension.cs
new file mode 100644
index 0000000..6cd1044
--- /dev/null
+++ b/Code/Base/Wheel/Suspension/MacPhersonSuspension.cs
@@ -0,0 +1,32 @@
+using Sandbox;
+using System;
+
+namespace VeloX;
+public class MacPhersonSuspension
+{
+ public readonly Vector3 WheelOffset;
+ public readonly Vector3 UprightTop;
+ public readonly Vector3 UprightAxis;
+ private readonly Hinge Hinge;
+
+ public MacPhersonSuspension( Vector3 wheel, Vector3 strutBody, Vector3 strutWheel, Vector3 hingeBody )
+ {
+ WheelOffset = wheel - strutWheel;
+ UprightTop = strutBody;
+ UprightAxis = (strutBody - strutWheel).Normal;
+ Hinge = new( hingeBody, strutWheel - hingeBody );
+ }
+
+ public void GetWheelTransform( float travel, out Rotation rotation, out Vector3 position )
+ {
+ Vector3 hingeEnd = Hinge.Rotate( travel );
+ Vector3 uprightAxisNew = (UprightTop - hingeEnd).Normal;
+
+ rotation = Rotation.FromAxis(
+ Vector3.Cross( UprightAxis, uprightAxisNew ),
+ MathF.Acos( Vector3.Dot( UprightAxis, uprightAxisNew ) ).RadianToDegree()
+ );
+
+ position = hingeEnd + WheelOffset.Transform( rotation );
+ }
+}
diff --git a/Code/Base/Wheel/TirePreset.cs b/Code/Base/Wheel/TirePreset.cs
index ecfa529..eee29ad 100644
--- a/Code/Base/Wheel/TirePreset.cs
+++ b/Code/Base/Wheel/TirePreset.cs
@@ -30,6 +30,7 @@ public class TirePreset : GameResource
float vslip = vrot - vlon;
slip_ratio = vslip * rvlon;
slip_angle = -MathF.Atan( vlat * rvlon );
+
}
/// approximate asin(x) = x + x^3/6 for +-18 deg range
@@ -39,22 +40,57 @@ public class TirePreset : GameResource
return ((1 / 6.0f) * (sc * sc) + 1) * sc;
}
- public struct TireState
+ public struct TireState()
{
- public float friction = 0; // surface friction coefficient
- public float camber = 0; // tire camber angle relative to track surface
- public float vcam = 0; // camber thrust induced lateral slip velocity
- public float slip = 0; // ratio of tire contact patch speed to road speed
- public float slip_angle = 0; // the angle between the wheel heading and the wheel velocity
- public float ideal_slip = 0; // peak force slip ratio
- public float ideal_slip_angle = 0; // peak force slip angle
- public float fx = 0; // positive during traction
- public float fy = 0; // positive in a right turn
- public float mz = 0; // positive in a left turn
+ ///
+ /// surface friction coefficient
+ ///
+ public float friction = 0;
- public TireState()
- {
- }
+ ///
+ /// tire camber angle relative to track surface
+ ///
+ public float camber = 0;
+
+ ///
+ /// camber thrust induced lateral slip velocity
+ ///
+ public float vcam = 0;
+
+ ///
+ /// ratio of tire contact patch speed to road speed
+ ///
+ public float slip = 0;
+
+ ///
+ /// the angle between the wheel heading and the wheel velocity
+ ///
+ public float slip_angle = 0;
+
+ ///
+ /// peak force slip ratio
+ ///
+ public float ideal_slip = 0;
+
+ ///
+ /// peak force slip angle
+ ///
+ public float ideal_slip_angle = 0;
+
+ ///
+ /// positive during traction
+ ///
+ public float fx = 0;
+
+ ///
+ /// positive during traction in a right turn
+ ///
+ public float fy = 0;
+
+ ///
+ /// positive during traction in a left turn
+ ///
+ public float mz = 0;
};
public void ComputeState(
@@ -79,13 +115,22 @@ public class TirePreset : GameResource
return;
}
- float Fz = Math.Min( normal_force * 1E-3f, 30f );
+ float Fz = MathF.Min( normal_force * 0.001f, 30f );
+
ComputeSlip( lon_velocity, lat_velocity, rot_velocity, out float slip, out float slip_angle );
float sigma = slip;
float alpha = slip_angle.RadianToDegree();
float gamma = s.camber.RadianToDegree();
- float Fx = Pacejka.PacejkaFx( sigma, Fz, s.friction );
- float Fy = Pacejka.PacejkaFy( alpha, Fz, gamma, s.friction, out float camber_alpha );
+
+ float Fx0 = Pacejka.PacejkaFx( sigma, Fz, s.friction );
+ float Fy0 = Pacejka.PacejkaFy( alpha, Fz, gamma, s.friction, out float camber_alpha );
+
+ // combined slip
+ float Gx = Pacejka.PacejkaGx( slip, slip_angle );
+ float Gy = Pacejka.PacejkaGy( slip, slip_angle );
+ float Fx = Gx * Fx0;
+ float Fy = Gy * Fy0;
+
s.vcam = ComputeCamberVelocity( camber_alpha.DegreeToRadian(), lon_velocity );
s.slip = slip;
s.slip_angle = slip_angle;
diff --git a/Code/Base/Wheel/VeloXWheel.Sound.cs b/Code/Base/Wheel/VeloXWheel.Sound.cs
new file mode 100644
index 0000000..ff71b2b
--- /dev/null
+++ b/Code/Base/Wheel/VeloXWheel.Sound.cs
@@ -0,0 +1,28 @@
+using Sandbox;
+using System;
+
+namespace VeloX;
+
+
+public partial class VeloXWheel : Component
+{
+ private RealTimeUntil expandSoundCD;
+ private RealTimeUntil contractSoundCD;
+ private void DoSuspensionSounds( VeloXBase vehicle, float change )
+ {
+ if ( change > 0.1f && expandSoundCD )
+ {
+ expandSoundCD = 0.3f;
+ var sound = Sound.Play( vehicle.SuspensionUpSound, WorldPosition );
+ sound.Volume = Math.Clamp( Math.Abs( change ) * 5f, 0, 0.5f );
+ }
+
+ if ( change < -0.1f && contractSoundCD )
+ {
+ contractSoundCD = 0.3f;
+ change = MathF.Abs( change );
+ var sound = Sound.Play( change > 0.3f ? vehicle.SuspensionHeavySound : vehicle.SuspensionDownSound, WorldPosition );
+ sound.Volume = Math.Clamp( change * 5f, 0, 1 );
+ }
+ }
+}
diff --git a/Code/Base/Wheel/VeloXWheel.cs b/Code/Base/Wheel/VeloXWheel.cs
index 4a53016..9651ede 100644
--- a/Code/Base/Wheel/VeloXWheel.cs
+++ b/Code/Base/Wheel/VeloXWheel.cs
@@ -4,6 +4,7 @@ using System;
using System.Collections.Specialized;
using System.Numerics;
using System.Text.RegularExpressions;
+using static Sandbox.CameraComponent;
namespace VeloX;
@@ -38,7 +39,7 @@ public partial class VeloXWheel : Component
public float Spin { get; private set; }
- public float RPM { get => angularVelocity * 60f / MathF.Tau; set => angularVelocity = value / (60 / MathF.Tau); }
+ public float RPM { get => angularVelocity * 30f / MathF.PI; set => angularVelocity = value / (30f / MathF.PI); }
public float AngularVelocity => angularVelocity;
internal float DistributionFactor { get; set; }
@@ -53,8 +54,6 @@ public partial class VeloXWheel : Component
private float angularVelocity;
private float load;
private float lastFraction;
- private RealTimeUntil expandSoundCD;
- private RealTimeUntil contractSoundCD;
private Vector3 contactPos;
private Vector3 forward;
@@ -66,7 +65,7 @@ public partial class VeloXWheel : Component
private Vector3 force;
public float CounterTorque { get; private set; }
- private float BaseInertia => 0.5f * Mass * MathF.Pow( Radius.InchToMeter(), 2 );
+ private float BaseInertia => Mass * MathF.Pow( Radius.InchToMeter(), 2 );
public float Inertia => BaseInertia;
@@ -77,24 +76,6 @@ public partial class VeloXWheel : Component
StartPos = LocalPosition;
}
- private void DoSuspensionSounds( VeloXBase vehicle, float change )
- {
- if ( change > 0.1f && expandSoundCD )
- {
- expandSoundCD = 0.3f;
- var sound = Sound.Play( vehicle.SuspensionUpSound, WorldPosition );
- sound.Volume = Math.Clamp( Math.Abs( change ) * 5f, 0, 0.5f );
- }
-
- if ( change < -0.1f && contractSoundCD )
- {
- contractSoundCD = 0.3f;
- change = MathF.Abs( change );
- var sound = Sound.Play( change > 0.3f ? vehicle.SuspensionHeavySound : vehicle.SuspensionDownSound, WorldPosition );
- sound.Volume = Math.Clamp( change * 5f, 0, 1 );
- }
- }
-
internal void Update( VeloXBase vehicle, in float dt )
{
UpdateVisuals( vehicle, dt );
@@ -113,7 +94,7 @@ public partial class VeloXWheel : Component
private Rotation GetSteer( float steer )
{
- float angle = (steer * SteerMultiplier).DegreeToRadian();
+ float angle = (-steer * SteerMultiplier).DegreeToRadian();
float t = MathF.Tan( (MathF.PI / 2) - angle ) - Ackermann;
float steering_angle = MathF.CopySign( float.Pi / 2, t ) - MathF.Atan( t );
@@ -126,7 +107,7 @@ public partial class VeloXWheel : Component
private static float GetLongitudinalLoadCoefficient( float load ) => 11000 * (1 - MathF.Exp( -0.00014f * load ));
private static float GetLateralLoadCoefficient( float load ) => 18000 * (1 - MathF.Exp( -0.0001f * load ));
-
+ float lastload;
public void DoPhysics( VeloXBase vehicle )
{
var pos = vehicle.WorldTransform.PointToWorld( StartPos );
@@ -162,10 +143,6 @@ public partial class VeloXWheel : Component
var vel = vehicle.Body.GetVelocityAtPoint( pos );
- vel.x = vel.x.InchToMeter();
- vel.y = vel.y.InchToMeter();
- vel.z = vel.z.InchToMeter();
-
if ( !IsOnGround )
{
forwardFriction = new Friction();
@@ -177,29 +154,46 @@ public partial class VeloXWheel : Component
var springForce = (offset * SpringStrength);
var damperForce = (lastSpringOffset - offset) * SpringDamper;
lastSpringOffset = offset;
- force = (springForce - damperForce) * MathF.Max( 0, up.Dot( normal ) ) * normal / Time.Delta;
// Vector3.CalculateVelocityOffset is broken (need fix)
- //var velU = normal.Dot( vel ).MeterToInch();
- //if ( velU < 0 && offset + Math.Abs( velU * dt ) > SuspensionLength )
- //{
- // var (linearVel, angularVel) = vehicle.Body.PhysicsBody.CalculateVelocityOffset( (-velU.InchToMeter() / dt) * normal, pos );
- // vehicle.Body.Velocity += linearVel;
- // vehicle.Body.AngularVelocity += angularVel;
- //}
+ var velU = normal.Dot( vel );
+ if ( velU < 0 && offset + Math.Abs( velU * Time.Delta ) > SuspensionLength )
+ {
+ var impulse = (-velU / Time.Delta) * normal;
+ var body = vehicle.Body.PhysicsBody;
+ Vector3 com = body.MassCenter;
+ Rotation bodyRot = body.Rotation;
- load = Math.Max( force.z.InchToMeter(), 0 );
+ Vector3 r = pos - com;
+
+ Vector3 torque = Vector3.Cross( r, impulse );
+
+ Vector3 torqueLocal = bodyRot.Inverse * torque;
+ Vector3 angularVelocityLocal = torqueLocal * body.Inertia.Inverse;
+
+ var centerAngularVelocity = bodyRot * angularVelocityLocal;
+
+ var centerVelocity = impulse * (1 / body.Mass);
+
+ vehicle.Body.Velocity += centerVelocity * 10;
+ vehicle.Body.AngularVelocity += centerAngularVelocity;
+ damperForce = 0;
+ }
+
+ force = (springForce - damperForce) * MathF.Max( 0, up.Dot( normal ) ) * normal;
+
+ load = Math.Max( force.z, 0 ).InchToMeter();
if ( IsOnGround )
{
- float forwardSpeed = vel.Dot( forward );
- float sideSpeed = vel.Dot( right );
+ float forwardSpeed = vel.Dot( forward ).InchToMeter();
+ float sideSpeed = vel.Dot( right ).InchToMeter();
float camber_rad = CamberAngle.DegreeToRadian();
-
+ float R = Radius.InchToMeter();
TirePreset.ComputeState(
- load,
- angularVelocity,
+ 2500,
+ angularVelocity * R,
forwardSpeed,
sideSpeed,
camber_rad,
@@ -212,31 +206,36 @@ public partial class VeloXWheel : Component
float Fx_total = tireState.fx + F_roll;
- float R = Radius.InchToMeter();
- float I = Inertia;
float T_brake = Brake * BrakePowerMax;
if ( angularVelocity > 0 ) T_brake = -T_brake;
else T_brake = angularVelocity < 0 ? T_brake : -MathF.Sign( Torque ) * T_brake;
-
float totalTorque = Torque + T_brake - Fx_total * R;
- angularVelocity += totalTorque / I * Time.Delta;
+
+ // not work
+ Vector3 c = pos.Cross( forward );
+ Vector3 v = (c * vehicle.Body.PhysicsBody.Inertia).Cross( pos );
+ var m = 1 / (1 / vehicle.Body.Mass + forward.Dot( v ));
+ m *= Inertia / (m * R * R + Inertia);
+ float ve = forward.Dot( vel ).InchToMeter() - angularVelocity;
+
+ angularVelocity += ve * m * Radius * (1 / Inertia);// totalTorque * (1 / Inertia) * Time.Delta;
forwardFriction = new Friction()
{
Slip = tireState.slip,
- Force = Fx_total.MeterToInch(),
+ Force = Fx_total,
Speed = forwardSpeed
};
sideFriction = new Friction()
{
Slip = tireState.slip_angle,
- Force = tireState.fy.MeterToInch(),
+ Force = tireState.fy,
Speed = sideSpeed
};
Vector3 frictionForce = forward * forwardFriction.Force + right * sideFriction.Force;
- vehicle.Body.ApplyForceAt( contactPos, force + frictionForce );
+ vehicle.Body.ApplyForceAt( contactPos, (force + frictionForce) / Time.Delta );
}
else
@@ -260,8 +259,8 @@ public partial class VeloXWheel : Component
// debug
protected override void OnUpdate()
{
- DebugOverlay.Normal( contactPos, forward * forwardFriction.Force / 10000f, Color.Red, overlay: true );
- DebugOverlay.Normal( contactPos, right * sideFriction.Force / 10000f, Color.Green, overlay: true );
- DebugOverlay.Normal( contactPos, up * force / 50000f, Color.Blue, overlay: true );
+ DebugOverlay.Normal( contactPos, forward * forwardFriction.Force / 100f, Color.Red, overlay: true );
+ DebugOverlay.Normal( contactPos, right * sideFriction.Force / 100f, Color.Green, overlay: true );
+ DebugOverlay.Normal( contactPos, up * force / 1000f, Color.Blue, overlay: true );
}
}
diff --git a/Code/Car/VeloXCar.Steering.cs b/Code/Car/VeloXCar.Steering.cs
index 818c588..52c2dbd 100644
--- a/Code/Car/VeloXCar.Steering.cs
+++ b/Code/Car/VeloXCar.Steering.cs
@@ -36,7 +36,7 @@ public partial class VeloXCar
inputSteer = Math.Clamp( inputSteer + counterSteer, -1, 1 );
Steering = inputSteer;
- SteerAngle = new( 0, inputSteer * MaxSteerAngle, 0 );
+ SteerAngle = new( 0, -inputSteer * MaxSteerAngle, 0 );
if ( ForwardSpeed < -100 )
jTurnMultiplier = 0.5f;