diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 9f69f0b0e63..1695cc6beaf 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -61,7 +61,7 @@ This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. - + This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car. diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h index bf4bdfe67ba..f1df83b3b8e 100644 --- a/scene/3d/vehicle_body_3d.h +++ b/scene/3d/vehicle_body_3d.h @@ -50,7 +50,7 @@ class VehicleWheel3D : public Node3D { Vector3 m_wheelAxleCS; // const or modified by steering real_t m_suspensionRestLength = 0.15; - real_t m_maxSuspensionTravelCm = 500.0; + real_t m_maxSuspensionTravelCm = 20.0; real_t m_wheelRadius = 0.5; real_t m_suspensionStiffness = 5.88;