This is what I have this works for turning the car wheels while the car is still! my.turndist_pan = clamp(my.turndist_pan,-2.5,2.5);
if(key_q || (joy_force.x < 0)){my.aturndist_pan = 0.25;}//sets the key and direction of turndistance of wheels "left"
//turn up for sharp turns
if(key_e || (joy_force.x > 0)){my.aturndist_pan = -0.25;}//sets the key and direction of turndistance of wheels"right"
This works for rotating and turning the car while accelerating with key_q and key_e(rotate with keyboard) key_cuu || joy_3 accelerate If(key_cuu || joy_3)
{
my.speed_x += (60-my.speed_x)/80;
vec_rotate(my_speed.x,my.pan);
c_rotate(me,vector((key_q-key_e)*10*time,my_angle.tilt-my.tilt,my_angle.roll-my.roll),glide);
This works coded this way I need joy force to rotate the same way ex. c_rotate(me,vector((joy_force.x-joy_force.x)*10*time,my_angle.tilt-my.tilt,my_angle.roll-my.roll),glide);
Thanks for your help! I tested your code it conflicted with what I have.
