                 if(! sameSign(oldPosVel, wheelPosVel, false) && ! sameSign(torqueForce, wheelPosVel, false))
                     wheelPosVel = wheelAngVel = 0;
 
-                wasStaticFriction = true;
+                wasStaticFriction   = true;
+                forceRatio          = 1;
+                responseTorque      = torqueForce * wheelRadius;
+                acceleration        = acc;
+                angAcceletarion     = -acc / wheelRadius;
             }
             else {
                 // kinetic friction, wheel is sliding

    public const gravity:Number             = 9.81;
    public var wheelMass:Number             = 20;
    public var wheelRadius:Number           = 0.33;
    public var wheelTorque:Number           = 2000;
    public var brakeTorque:Number           = 2000;
    public var carMass:Number               = 400;
    //public var wheelInertia:Number          = 0.5 * wheelMass * wheelRadius * wheelRadius;
    public var wheelInertia:Number          = 20;

    public var coefSF:Number                = 0.15;
    public var coefKf:Number                = 1;
    public var airDensity:Number            = 1.29;
    public var frontalArea:Number           = 2.2; // = 1;

                wheelPosVel            += posAcc * dt;

                // drag was high enough to stop body's roll
                if(! sameSign(oldAngVel, wheelAngVel, false) && (appliedTorque != 0 && ! sameSign(appliedTorque, wheelAngVel, false) || brakingTorque != 0 && sameSign(brakingTorque, wheelAngVel, false)))
                    wheelAngVel = 0;

                // drag was high enough to stop the body
                if(! sameSign(kOldPosVel, wheelPosVel, false) && torqueForce != 0 && ! sameSign(torqueForce, wheelPosVel, false))
                    wheelPosVel = 0;

                //var newWheelSurfaceVel:Number = wheelPosVel + wheelAngVel * wheelRadius;

                // both velocities are temporarily on par, try switching back to static friction
                //if(! sameSign(wheelSurfaceVel, newWheelSurfaceVel, false) || Math.abs(newWheelSurfaceVel) < 0.01)
                //    useStaticFriction = true;

                wasStaticFriction   = false;
                forceRatio          = getLongForceRatio(slipRatio);
                responseTorque      = kineticResponseTorque;
                acceleration        = posAcc;
                angAcceletarion     = angAcc;
            }

            // common integration
