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godot 3.2 VehicleBody and VehicleWheel engine_force strange behavior #37816

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Tracked by #45333
VardenTheOne opened this issue Apr 11, 2020 · 1 comment
Open
Tracked by #45333

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@VardenTheOne
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VardenTheOne commented Apr 11, 2020

Some backstory:
In godot 3.1 if I apply Engine force it works just about I expect it to work.
In godot 3.2 same projects start works strange. I found some reduce in power of vehicles.
After some investigations I found that engine force applies is not as I apply but actually it is divided by (number_of_wheels/number_of_traction_wheels). I tested only 4 wheels cars. In my case if I RWD car i need twice the engine force so car have acceleration as I want. If I make only 1WD car with total 4 wheels, then I need multiply engine force by 4.
I thought it can work good with new "Pre-Wheel Motion", but it works in same way. I need to apply Engine Force to wheel multiplied by (number_of_wheels/number_of_traction_wheels) to make it work properly.

How I expect it to work:
If I set engine_force to VehicleBody and it has at least one VehicleWheel with property use_as_traction=true and in contact with ground then VehicleBody is accelerated with engine_force I set.
OR
If I set engine_force to VehicleWheel with property use_as_traction=true and in contact with ground then this VehicleWheel is accelerated with engine_force I set.

How it works:
If I set engine_force to VehicleBody or VehicleWheel then actual acceleration that is applied is divided by (number_of_wheels/number_of_traction_wheels).

@pouleyKetchoupp
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Can anyone still reproduce this bug in Godot 3.2.3 or any later release?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

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