I would really like to use a wheel joint instead of a revolute joint, but every time a try to use that, it goes out of whack. Hopefully I can explain it in an understandable way since I don’t have a video of it.
The ‘prismatic’ part of the joint meant to simulate suspension acts like it has broken off partly.
It spins around like on an elastic, stretching out more the faster it moves then back in as it slows.
Instead of moving rigidly up and down relative to the vehicle, it spins instead.
Understandable?
I started with the Physics Car Race sample, but that just uses default values. They worked fine with what came with it, but breaks once on my own self-made sprites. (I copied those sprites and then changed the images/bounding/physics values.) Changing the wheel joint values has insufficient effects.
Very confusing.
You’re creating a wheel joint between the wheel and car body. Try making it between the car body and wheel i.e. swap the RapidWheel1.X("Center") and RapidBody.PointX("RapidWheelF"), same for the Y points, and then do the same for the second wheel.
Otherwise I suspect the prismatic joints might be applied as if the wheels are the main structure.
And change the order of objects in the beginnig of scene event :
Can you start a new thread? Although it’s a similar issue, it could be a different in cause. Include the screen shots of the events you have, and the parameters of the joint definition.