@VehiclePhysics@vuchithien95@VVaryvdin The physx documentation is quite clear about the definition of deltax:
"where deltax is the deviation from the defined rest pose.."
@VehiclePhysics@vuchithien95@VVaryvdin This is actually very simple - it all depends on the definition of zero displacement. We are free to choose any definition we like as long as we correct for that with an appropriate constant.
Testing an Unity build with writable WheelCollider.sprungMass. Just forcing mSprungMass=0 and mMaxDroop=0 in PhysX provides EXACTLY the expected realistic suspension forces in ANY situation. #vppdev#unity3d#physx#indiedev#gamedev