ha that's the cool thing about the new model, in the old model the engine and transmission was fake, so the final torque was applied direct to the tire axis of rotation.
this implied that the high level vehicle code had to decide which torque dominate, the brake of the engine.
in the model the engine is it own independent body, the engine torque is applied to the engine, while the tire brake torque is applied to the tire axis of rotation, and it is the low level solver that determine the torque distribution.
so when you see Is that when you apply the engine toque, and the tire hand brake, the tire brake is
is a final value while the engine torque is multiplied by the first gear and reduce greatly the hand brake torque.
this is similar to what real car do, if you apply the accelerator to a car parked with hand brake, the car do start to move a little when the engine over take the brakes.
also this brake toque is a parameter, that can be increases at creation time.
this bring me to the second thong, I just added the Clutch controller. this is another feature in the car.
The make possible to do thin like tire burnouts, in previous versions the only way to do that was by hacking the engine toque curve at low rpm. Bu the is not how neither engine works of how tie burn is done.
the why tie burnout is done is that the drive engage the clutch, then apply the accelerator until the engine RMP is a the prion when the torque is maximal, then he let go of the clutch and that let a rush of power to be transmitted that overcome the tire friction the tire spins.
I just check that in, and now to test that you do this
-press enter to engage the clutch
-press w to apply power to the engine
-when the SRP is high, let go of the clutch (enter key)
-you get a beautiful burn out.
now I will complete the tire model, and when I get that I expect that doing the same operation as before, while turning the front tires left or right, then I expect to see a Doughnut burnout.
I am crossing my finger know on wood for that