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On certain configurations the flipping happens even earlier, with the wheels ~-20 blocks for the y coordinate.
The controller here is updated btw. so the flipping around shouldn't happen anymore.
Simply add an inverter for the left hand wheels, solved it.
Rear wheel axle still flipping around at full inputs.
That is actually caused by the steering limitation the devs put in, I'll fix it.
Aside from that though, I see no issue there.
In your other workshop upload (the one with the vehicle) it says:
X position of the wheel relative to the desired center of rotation (+ right, - left)
Center of rotation? Your comment recommends the center of mass, but the results from using COM were weird.
So I assumed you meant a point outside of the vehicle, an extended axis from the COM to the vehicles side, when that desired center of rotation is 9 blocks left, 3 block behind the wheel I enter 9 for x and -3 for y?
If I set it that way I still have to invert the signal going to the left wheels to make the result somewhat symmetrical, while the steering seems to be off to one side, having a wider radius than when steering in the opposite direction.
Even with your default workshop example vehicle the steering seems wonky at best with rear wheels flipping at opposite sides with full steering to either side
Not sure how much it is now but that should be easy to test.
If these things somehow help to increase the average quality of workshop creations, then I'm more than happy with that.
I have configured it for two front wheels with the same X and Y (with a minus sign for the X of the left wheel). Input is coming directly from the seat and it's not trimmed.
If you put it more towards the front of your vehicle, then your rear wheels will do most of the steering and vice versa.
Again, in most cases the best idea is to simply use your center of mass.
For cars it's usually a good idea to put that close to the center of mass.