Bullet ForkLift can't stand firm on the floor

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The forklift just slides across the floor.
You may ask, hey, the wheels are frictionless, if I apply a friction of 1000.0f, the forklift just bounces to the air? If I apply 1.0, the forklift still slips around...
Also, I have to apply a very large engine force in order to move the forklift, such as 100000.0 kg

The chassis is 200kg, upper mask is 70kg, lower mask is 60kg, front wheels are 50kg and rear wheels are 50kg
I just stuff them up.


float	maxEngineForce = 1000.f;//this should be engine/velocity dependent
float	maxBreakingForce = 100.f;
float	gVehicleSteering = 0.f;
float	steeringIncrement = 0.04f;
float	steeringClamp = 0.3f;
//float	wheelFriction = 10.0f; //1000;//BT_LARGE_FLOAT;
float	wheelFriction = 0.0f;
float	suspensionStiffness = 20.f;
float	suspensionDamping = 2.3f;
float	suspensionCompression = 4.4f;
float	rollInfluence = 0.1f;//1.0f; 

any ideas? Edited by lucky6969b

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I get the idea you built it from multiple components with constraints. I remember an user from the forums here who worked on vehicle simulation stating they run the vehicles at 200hz. Have you tried bumping up the iterations? Does it change anything?

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If I change the friction value to 10000.0f and I don't apply any engine force and braking force at all.
And the agent is totally driven by the AI....then the floor still looks very slippery, after the agent is stabilized,
the agent is able to be moved by the AI?
Thanks
Jack

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You could (and should!) look at the Newton Physics engine: http://newtondynamics.com/forum/index.php

It's build to support large mass ratios

It has stiff joints for articulated and motorized multi body systems

It's faster and much more robust than Bullet

It has a forklift demo

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I was wondering why the forklift was playing somersaults in the air, now I found out that I was messing up the wheel radius with the wheel width of the forklift...

Fixed..
thanks
Jack

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