Thanks @LukasTonne for taking the time to investigate this issue and confirming that it's a bug in Bullet's damping implementation. I understand that changing it could affect existing projects, so…
Revised Exponential Decay Formula with Acceleration
The first equation incorporated acceleration, so to be fair, you can incorporate acceleration into the exponential decay…
We have two equations here. I recommend the second one (exponential decay) in my latest post as it can be more robust.
The issue with the C++ code snippet, shown above, lies in how it applies the damping effect over time, which can lead to incorrect and unstable results, especially with high speeds, high…
Maybe the equation needs to be changed that is being used for the calculation? To create a robust damping equation for the object's speed, especially under high speeds and accelerations, you can…
From looking at the replies here I would say that this is not a bug either.
Hopefully things like this are going to be much easier to control in the future.
How is it not a bug if it…
Could this be an issue with very large scales and high speeds?
Here is my scene file. It is two cars racing and at the end they hit two barriers which they fall off the cliff. Objects are Barrier_1 and Barrier_2