Wow,
R0J0hound — Thank you! Your example is very complex, and that’s fascinating! It will take some time to fully understand. There are a lot of interesting solutions I wouldn’t have thought of. I’ll definitely use handbrake and tire burnout opacity that depends on velocity in my car controller.
Actually, I already achieved what I consider perfect car movement, but I ran into trouble with hit/collision registration. Using Pin behavior I can transfer velocity, but I can’t transfer kinetic energy between the “engine” sprite and the “body” sprite after a collision. I heard a lot of times that mixing physics with other behaviours is a bad idea. Thats why I didn't continue work on this... maybe there is a good way to add physics collision and I don't know about it?
Here is the my latest version without physics: https://www.dropbox.com/scl/fi/05k132mdw3v2gu1kykpde/Car-006.c3p?rlkey=9c4nla9jh9xd3gmvk6iaahtxd&st=sxbxq10a&dl=0
After many attempts, I decided to use Physics behavior to get the Box2D physics simulator. Using Physics Joints can transfer velocity and kinetic energy between parts after a collision with another object, but I can’t get that “perfect” movement with Physics. After the gas pedal is released the car slides like soap and I can’t affect that vector...
Here is the my version with physics and failed attempts (to show what's the problem): https://www.dropbox.com/scl/fi/mtiyyfx6i0b3cpmq0qt0d/Car-Physics.c3p?rlkey=2tcdn4952bnhquxrolddqr66d&st=0jhvvoi0&dl=0
Indeed I can force it mixing with other behaviours or for example use sprite.angle and change it, but it's a bad practice.
I will continue investigating your project...
Is there any way to calculate Physics inertia Force after Force apply or convert Speed to Force?
If so, I could check the Physics overall velocity > 0 and use an inertia force to apply in the needed direction.