I'd totally want to try this out! I'm assuming you can add any geometry to it as an obstacle/jump/stunt long as it's a collision object?
As long as the collision bounds follow the geometry of the mesh it should bounce back up. Most bounds (capsule, box, sphere, cylinder and cone) seems to center around the center of gravity though. I'm using convex hull for these sticks and I think that the triangle mesh bounds might work as well.
Update: Turn indicators added on the right side of the car. And yep, that means that my game has something that Gran Turismo doesn't have
Update: Turn indicators added to the left side as well. The frequency is 75 flashes per minute. Hazard flashing (left and right indicators flashing at the same time) is available as well. Since the "steering wheel" is Z and X, I put the turn indicators at A (left) and D (right) and the hazard flashing is mapped to W.
Basically it works like this:
A timer is set to begin counting from 6 seconds, counting up.
When the turn indicator is enabled (by pressing the button), the timer is set to 0 (still counting up).
When the timer is between 0 to 0.39 seconds, the lamp is on. When the timer is between 0.4 to 0.79 seconds, the lamp is off. When the timer hits 0.8 seconds, the timer resets to 0 (still counting up). So that's a repeatable cycle. It's disabled by pressing the button again, which sets the timer to 6 seconds.
The hazard lights works at a different interval (2.0 to 2.39 and 2.4 to 2.79 seconds, reset at 2.8), to avoid interference with the turn signal operation.
It's rigged so that turning on the left indicators while the right indicators are on will turn off the right indicators and turn on the left instead, and vice versa. Pressing any turn signal button while the hazard flashers are on turn off both sides.
Edit: Here's a short video of the game in action. I tried to show the bouncing sticks, but after I hit the first one it fell through the ground, so I had to go for another