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Traction loss heuristic triggers when airborne (generic SimHub telemetry source) #34

Description

@Mhytee

Issue

On the generic SimHub telemetry path there is no per-wheel slip telemetry, so
traction loss infers slip with a heuristic built from three signals:

  • Wheelspin: RPM rising sharply under throttle while speed isn't (gated off
    near the rev limiter).
  • Slide: yaw rate exceeding what lateral g and speed can account for
    (slip-angle / centripetal mismatch).
  • Confidence floor: if the game's own traction control is intervening, the
    slip estimate is raised to a minimum.

While airborne, the first two misread the state: a free-revving engine
produces exactly the RPM-rise-without-speed-rise signature, and a car
rotating in the air produces yaw with near-zero lateral g. The per-wheel fix
from #30 isn't possible on this path.

Test

In Wreckfest 2 (or another generic-path title): disable airborne ducking,
enable only traction loss. Jump, with throttle held and again with the car
rotating.

  • Before fix: buzz fires mid-air. (If no buzz, re-triage this issue.)
  • After fix: silent while airborne; real wheelspin and slides still trigger
    traction loss haptics.

Fix

Gate the heuristic on TelemetryFrame.Airborne: decay and bail on airborne
frames, like its existing neutral-gear gate. Depends on #32 populating the
airborne flag on this path; for titles where #32 finds no reliable airborne
signal, the heuristic keeps today's behavior.

Related: #30, #32.

Activity

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