Another update about v0.11.1 and the vehicle:
All of the changes I wanted to get in other than the rest of the vehicle are done. My goal is still to get v0.11.1 out before the end of March (following the version roadmap posted in the other forum), which is still doable since the vehicle shouldn't take too long.
Unfortunately, I just found a likely error with the Xbox360 multithreaded solver. Depending on what it turns out to be, it may take a few minutes, or... a lot longer. I'm really hoping it's not the latter kind of bug.
Edit: It looks to be caused by a subtle difference in the way the Xbox and PC schedule threads, but it's all a bit fuzzy. When asimulation is very small, the parallel solver can sometimes fight itself and produce strange results. Fortunately, for any simulation large enough to warrant using multithreading (i.e. more than about 10 constraints/collision pairs) the problem fades away. So, in the end, it turned out to be closer to the first kind of bug than the second kind of bug
