void ApplyGravity(float pTimeStep)
{
Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
// Hack to reduce downward force if the vehicle is probably sitting on the ground
if (ControllingPrim.IsColliding && IsGroundVehicle)
appliedGravity *= BSParam.VehicleGroundGravityFudge;
VehicleAddForce(appliedGravity);
VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
ControllingPrim.LocalID, m_VehicleGravity,
ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
}