1: Multiplied the updirection by the same direction subtracted from 1, which makes the vehicle ride so much smoother. Initially, I had a bunch of “if” conditionals that kind of made it feel weird."
2: You now have much better turning when not in the air.
3: Fixed turning, so that it doesn’t freak out at low angles. The issue was that I was multiplying the turn speed by the “up” vector of the vehicle, causing the turning to be completely in local space, rather than world space. Bizarre, since I always knew specifically not to do it that way. It’s still a tiny bit weird, but extremely improved over what it was before.
NOTE: Using recordRenderDemo, or any variable that affects framerate, causes the vehicle to tilt really weird while recording. Initially, I thought it did, but in actuality, it doesn’t ride as weird as it seems in that video.