If you'd like *really* simple behaviour, you could always take the
sideways force (which is equal to mass*acceleration) to be proportional
and opposite to the lateral (sideways) component of the velocity
relative to the car. This should allow for some sliding, as the optimal
cornering would be at 45 degrees, and shouldn't look very far off for a
rally car at least.
-Gregor
> does anybody know any web pages with a simple high speed cornering algorithm
> (in basic or something) which allows a bit of sliding about, but not
> realistic? my lowspeed cornering is fine, but i need a dodgy slidey bit of
> code just to please the management - who seem to think gpl was programmed in
> a month :-)
> just something i can stick in a non-playable demo and pass off as real until
> i develop something better?
> cheers in advance.