Quote: "the collision system doesn't work with triangular meshes"
Yeah it does, i use very high poly .x meshes as static rigids. Works perfectly and can go way above 200 collisions/frame but the DP collision collection is very fast. The raycasting is abit tricky though.
Using add rigid body force you still have to check the objects speed and cut of the force when it reaches it's max velocity otherwise it will accelerate indefinitely reaching escape velocity and overtake gravity. Also you need some way to detect if you are on the ground and only apply the force when it is in contact with the ground, unless you are simulating a rocket car
. Hard to say any more w.o looking at some code.
I would not use a block either, the second video shows the block snags on the ramp and the lower right corner penetrates. This is the worst scenario ever in a physics engine as penetrating objects repel each other with extreme force. Wont be easy to make the action predictable with a rigid box setup.
Regards