If you don’t trust me on it being the same as for character capsules…
Take a video of a sphere bouncing with a grid texture on the sphere.
Then take a second video of the sphere bouncing with a solid texture.
What do you notice?
Now Imagine the sphere with the solid texture was the vehicle mesh.
In other words. You can literally just take the position of the sphere bouncing and apply it to the mesh position.
If you completely ignore the rotations the visual effect will he very similar if not identical to what your samples are, without any additional physics needed really.
Obviously, going from concept to implementation will be a bit more complex here.
My guess, based on what you wrote - which isn’t much - is that you can probably re-do the system without the spheres.
I can explain a bit on how:
A car is essentially 4 line traces off the corner of a box
that offset the suspensions up to a limit, then shift the vehicle’s base rotation.
Note right now that this behavior is reactive.
What’s that mean? It’s after the fact. And will only essentially work on a still object.
To get the behavior right, you have to trace and use the results ahead of where you are going by X so that the rendering can use the appropriate values.
This does becomes more of a an issue above 15kph - and it is particularly evident if you implement some sort of death loop. The car will literally appear to be inside the road if you don’t account for the trace shift.
With those simple traces in pace you’ll only be caring about what is directly under a “tire”.
You will have issues when your tire trace is inside a wall.
To limit this you simply add a hull convex or a sphere to take care of the collision of the pawn.
This isn’t physics really. It’s just to determine where and how the pawn can go. A box may be the better base to use here.
That should get you the basics.
The best material you’ll find on this is probably related to Gears.
Now you can try and come up with a solution based on the start sphere experiment and the basics of a custom vehicle setup.
There’s only about a million ways you could do this, including just bouncing a box instead of a sphere.
It may actually be more accurate in the long run even if you probably need sphiels at the side of the box since rounded corners will react way better collision wise.