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@ Jonax101
There is one way this could be possible while maintaining existing high-speed physics.
From a programming standpoint, one of the easiest operation a processor can do is a "byte shift" or multiply/divide by two. That's possible because of the way binary works.
Since a vehicle's momentum increases exponentially as you go faster. I figure that implementing such a constantly changing variable would keep the car planted at low speeds while keeping it slippery at high speeds.
Due to the intrinsic limitations of the physics formulas utilized in simulating driving/racing - namely divergence, both as slip angle and velocity approach zero - physics engines typically do not utilize the same equations to recreate both the physics of normal, higher speeds and the physics of low speeds approaching zero mph.
It's not a matter of just changing a variable, it is an entirely different equation. The low speed physics are usually 'fudged' utilizing a less accurate formula that does not contain slip angles and velocities in the denominator, whereas, higher speeds - where divergence does not pose issues - are simulated using a more accurate facsimile or approximation of a Pajecka formula.
They are essentially two separate facets of the physics simulation that each need to be evolved individually to become more accurate reflections of what they attempt to simulate.
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