When a RAPIER.DynamicRayCastVehicleController's rotation quaternion has 0 values, and applying brake force to wheels, (like using handbrake) the wheels will act as if they have much higher friction then normally.
The issue originates from Bullet physics and can be observed in the official cannon-es and three.js (rapier) examples.
Like when accelerating in a straight line (without any steering) to high enough speed, and using the handbrake, the wheels will act as if they were glued to the ground, and the vehicle will roll/tilt forward (depending on brake force).
However doing the same with just tapping left or right (steering in any direction for a brief moment), and then using the handbrake, the wheels will slip/slide as expected.
When a
RAPIER.DynamicRayCastVehicleController's rotation quaternion has 0 values, and applying brake force to wheels, (like using handbrake) the wheels will act as if they have much higher friction then normally.The issue originates from Bullet physics and can be observed in the official cannon-es and three.js (rapier) examples.
Like when accelerating in a straight line (without any steering) to high enough speed, and using the handbrake, the wheels will act as if they were glued to the ground, and the vehicle will roll/tilt forward (depending on brake force).
However doing the same with just tapping left or right (steering in any direction for a brief moment), and then using the handbrake, the wheels will slip/slide as expected.