Obrigado, demiGod.

Yes, its really a big demmand. I want to release it in modules, thats why I think its possible, and will take time, yes.

I raced karts for real during 6 years and I know how you feel inside a race car. All I try to do is translate that feeling to my games.

I just understand that is really very very difficult to achieve a realistic racing car simulation under newton or ODE, so I just decided to do it by myself.

To make all the physics, I readed tons of tutorials in the net, and absorbed something here, something there. I also catch myself making experiences with my son toy cars, pushing them with rubber bands to measure how a car behaves... that was funny... but my wife thinks i´m crazy

By now, the complete physics formula is fairly comples, taking not less then 3000 lines of c-script ( only the car behaviour ), and is completely modular.

In the first step, all the measures are taken : distance from the ground of tyres, suspension state, car body vertical velocity, centripetal forces, longitudinal forces, mechanical data.

after all the measures are done, a dummy is placed vertically, in the new car position after a simulation step.

Then I have a new measurement, to achieve all transformations after the physic step, and everything is put in its correct place : suspension arms, tyres, car parts.

I´m having some problems with centripetal forces calculations, but i´m getting close to a final solution.

My main problem now is collision with the environment, I tryed some approachs but without success, will begin it again.

I have some videos at youtube, under indiegamesdude username, that show some of this work.