A-Chassis 1.7.1 Custom Vehicle does not work correctly with parking brake

Basically I am having an issue where my A-Chassis Car does this:

  • For some reason, I brake and accelerate but the car still moves.
  • If you reverse and drive, the car shifts slightly to the left.

I am not at all an expert at AC6, so here’s the model if someone needs to get the accurate representation…

Sedan - AC61.7.1.rbxm (556.5 KB)

3 Likes

by brake and accelerate doy ou mean pressing like the W and S key at the same time?
and the car shifting to the left could mean there is a slight weight offset in the body, so maybe you need stiffer springs

1 Like

yeah, It also does it when just pressing w and then s

1 Like

does the car have a tune module or something like that in it can u send all the code if there is

Yeah, it does

--[[	
		             _____ _                   _     
	     /\         / ____| |                 (_)    
	    /  \ ______| |    | |__   __ _ ___ ___ _ ___ 
	   / /\ \______| |    | '_ \ / _` / __/ __| / __|
	  / ____ \     | |____| | | | (_| \__ \__ \ \__ \
	 /_/    \_\     \_____|_| |_|\__,_|___/___/_|___/
	 Version 1.7
--]]

local Tune = {}

--[[Misc]]
	Tune.LoadDelay		= 3			    -- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= false		    -- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		    -- Set to false if using manual flip plugin
	Tune.Mobile			= true			-- Set to false if using a 3rd party mobile support method.
	Tune.FlipType		= "New"			-- "New" uses AlignOrientation, "Old" uses BodyGyro. This really only needs to be changed for plugin compatibility.

--[[Wheel Alignment]]
	--[Values are in degrees]
	Tune.FCamber		= -0.6
	Tune.RCamber		= -0.9
	Tune.FCaster		= 4
	Tune.RCaster		= 0
	Tune.FToe			= 0
	Tune.RToe			= 0

--[[Weight and CG]]
	Tune.Weight			= 2500		-- Total weight (in kilograms, under Earth's gravity, including wheel and suspension weight)
	Tune.WeightBSize	= {			-- Size of weight brick in milimeters. You can find how to convert studs to milimeters inside the Units module.
		--[[Width]]			1802	,
		--[[Height]]		1408	,
		--[[Length]]		4551	}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .1		-- Center of gravity height (studs relative to average of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	Tune.GravComp		= 100		-- Desired gravitational force in Roblox units. (35 is the default. Set to 0 to use workspace.Gravity instead)

	--Unsprung Weight
	Tune.FWheelWeight	= 22		-- Front Wheel Weight in kg
	Tune.RWheelWeight	= 23		-- Rear Wheel Weight in kg
 
	Tune.AxleSize		= 1.5		-- Size of structural members (larger = MORE STABLE / carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
	Tune.CustomSuspensionDensity	= 0	-- Density of suspension joints, only applies to custom suspension. (0 makes them massless)

--[[Suspension]]
	Tune.SuspensionEnabled	= true	-- Enables suspension, true or false
	
	--Front Strut
	Tune.FSusStiffness	= 18.0		-- Spring Force in kgf/mm. (To convert from Roblox stiffness, divide Roblox stiffness by 447.18324)
	Tune.FSusDamping	= 6.0		-- Spring Damping in thousands of kg/s. (To convert from Roblox damping, divide Roblox damping by 45.6)
	Tune.FSwayBar		= 5.20	-- Sway Bar Force in kgf/mm (more = less roll)

	Tune.FSusLength		= 1.2		-- Base spring height (in studs)
	Tune.FPreCompress	= 0.2		-- Adds to base spring height (in studs)
	Tune.FExtensionLim	= 0.3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= 0.2		-- Max Compression Travel (in studs)

	--Rear Strut
	Tune.RSusStiffness	= 20.0		-- Spring Force in kgf/mm. (To convert from Roblox stiffness, divide Roblox stiffness by 447.18324)
	Tune.RSusDamping	= 7.0 		-- Spring Damping in thousands of kg/s. (To convert from Roblox damping, divide Roblox damping by 45.6)
	Tune.RSwayBar		= 5.0		-- Sway Bar Force in kgf/mm (more = less roll)
	
	Tune.RSusLength		= 1.2		-- Base spring height (in studs)
	Tune.RPreCompress	= 0.2		-- Adds to base spring height (in studs)
	Tune.RExtensionLim	= 0.3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= 0.2		-- Max Compression Travel (in studs)

	--Old Suspension Settings, applies if there is no SuspensionGeometry for the respective wheel
	Tune.FSusAngle		= 80		-- Spring Angle (degrees from horizontal)
	Tune.FWsBoneLen		= 4			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
		--[[Lateral]]		-.4		,	-- positive = outward
		--[[Vertical]]		-.5		,	-- positive = upward
		--[[Forward]]		0		}	-- positive = forward
	Tune.FSpringOffset	= {			-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)
		--[[Lateral]]		-.4		,	-- positive = outward 
		--[[Vertical]]		0		,	-- positive = upward
		--[[Forward]]		0		}	-- positive = forward

	Tune.RSusAngle		= 80		-- Spring Angle (degrees from horizontal)
	Tune.RWsBoneLen		= 4			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
		--[[Lateral]]		-.4		,	-- positive = outward
		--[[Vertical]]		-.5		,	-- positive = upward
		--[[Forward]]		0		}	-- positive = forward
	Tune.RSpringOffset	= {			-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)
		--[[Lateral]]		-.4		,	-- positive = outward 
		--[[Vertical]]		0		,	-- positive = upward
		--[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Suspension Visible
	Tune.SpringsVisible	= false			-- Springs Visible
	Tune.SusRadius		= .2			-- Spring Coil Radius
	Tune.SusThickness	= .1			-- Spring Coil Thickness
	Tune.SusColor		= "Bright red"	-- Spring Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Spring Coil Count
	
--[[Steering]]
	-- Front wheel steering
	Tune.SteeringType		= "Auto"		-- This can be "Auto" or "Manual".
	
	-- "Auto" Steering type somewhat realistically calculates steering angle for you
	Tune.SteerRatio			= 15/1		-- Steering ratio of your steering rack, google it for your car
	Tune.LockToLock			= 2.6		-- Number of turns of the steering wheel lock to lock, google it for your car
	Tune.Ackerman			= 1.1		-- If you don't know what it is don't touch it, ranges from .7 to 1.2
	
	-- "Manual" steering type allows you to manually set the angle of the wheels
	Tune.SteerInner			= 39		-- Inner wheel steering (in degrees)
	Tune.SteerOuter			= 36		-- Outer wheel steering (in degrees)

	-- Steer speed tuning
	Tune.SteerSpeed			= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed		= .1		-- Steering increment per tick (in degrees)
	Tune.ContlrSteerSpeed	= 0			-- Controller version of steer speed (0 or less to be the same as SteerSpeed)
	Tune.ContlrReturnSpeed	= 0			-- Controller version of return speed (0 or less to be the same as ReturnSpeed)
	Tune.MSteerUsesContlr	= true		-- Set to true if you want mouse steering to use controller settings.
	
	-- Steer Decay
	Tune.SteerDecay			= 260		-- Speed of gradient cutoff (in km/h)
	Tune.SteerSpeedDecay	= 260		-- Speed of gradient cutoff of steering speed (in km/h)
	Tune.MinSteer			= 25		-- Minimum steering angle at max steer decay (in percent)
	Tune.MinSteerSpeed		= 60		-- Minimum steering speed at max decay (in percent)
	Tune.MSteerExp			= 1			-- Mouse steering exponential degree
	
	-- Counter-steer
	Tune.CSEnabled			= true		-- Enables or disables countersteering
	Tune.CSAmt				= 100		-- Amount of countersteering at a full perpendicular slide (in percent)
	Tune.CSSteerThresh		= 10		-- Threshold before countersteering activates (in percent)
	Tune.CSSpeedThresh		= 10		-- Speed threshold before countersteering can activate (in km/h)

	-- Four Wheel Steering
	Tune.FWSteer			= "None"	-- Static, Speed, Both, or None
	Tune.RSteerOuter		= 10		-- Outer rear wheel steering angle (in degrees)
	Tune.RSteerInner		= 10		-- Inner rear wheel steering angle (in degrees)
	Tune.RSteerSpeed		= 60		-- Speed at which 4WS fully activates (Speed), deactivates (Static), or transition begins (Both) (km/h)
	Tune.RSteerDecay		= 330		-- Speed of gradient cutoff (in km/h)
	
	Tune.RSteerD				= 1000		-- Rear Steering Damping (old only)
	Tune.RSteerP				= 50000		-- Rear Steering Aggressiveness (old only)
	Tune.RSteerMaxTorque		= 20000		-- Rear Steering Force (old only)

	-- Steering aggressiveness
	Tune.SteerSmoothing		= 3			-- The lower, the smoother the steering will arrive at max angle.
	Tune.PowerSteeringType	= "Old"		-- "New" uses AlignOrientation. This may cause problems.
										-- "Old" uses BodyGyro.
	Tune.SteerD				= 1000		-- Steering Damping (old only)
	Tune.SteerP				= 50000		-- Steering Aggressiveness (old only)
	Tune.SteerMaxTorque		= 20000		-- Steering Force (old only)
	
--[[Engine (Detomiks)]]

	-- *USE THE GRAPH BELOW TO PROPERLY TUNE THE ENGINE.*
	-- https://www.desmos.com/calculator/cqhgbm0vlt
	
	-- To import engines prior to 1.7, consult the README.
	
	Tune.CustomEngineCalculations	= false		-- Enables the use of the CustomEngine module. Even if enabled, please do not remove the default engine values.
	
	-- Naturally Aspirated Engine
	Tune.Engine 		= true		

		Tune.PeakTorque				= 600		-- The maximum amount of torque the engine makes in lb-ft.
		Tune.PeakTorqueRPM			= 8000		-- When the engine reaches PeakTorque in RPM.

		Tune.IdleRPM				= 1500		-- The engine's desired idle RPM. IdleDamping may change this.
		Tune.IdleTorque				= 148		-- How much torque the engine makes at idle.
		Tune.IdleTorqueCurve		= 0.15		-- The shape of the torque curve between idle and PeakRPM.

		Tune.Redline				= 11000		-- The maximum RPM.
		Tune.RedlineTorque			= 142		-- How much torque the engine makes at redline.
		Tune.RedlineTorqueCurve		= 0.15		-- The shape of the torque curve between PeakRPM and redline.
		
		Tune.ShiftRPM				= 8000		-- This is when the engine shifts.
		Tune.PeakRPM				= Tune.ShiftRPM		-- This is deprecated, only used for plugin compatibility.

		Tune.VVLTorque				= 150		-- Variable Valve Lift (VVL, aka VTEC)'s amount of torque. Set this to 0 to turn off.
		Tune.VVLRPM					= 8000		-- When VVL activates in RPM.
		Tune.VVLTime				= 550		-- How long it takes for VVL to activate in RPM.
		Tune.VVLCurve				= 0.002		-- The shape of the curve during VVL activation.

		Tune.HPLimit				= 0			-- The horsepower limit of the engine (set to 0 to turn off).

	-- Electric Engine
	Tune.Electric		= false

		Tune.E_Torque				= 1050		-- The amount of electric torque in lb-ft.
		Tune.E_TransitionRPM		= 4600		-- When the torque begins decaying.

		Tune.E_Redline				= 20000		-- The maximum RPM of the electric motor.
		Tune.E_RedlineTorque		= 205		-- How much torque is made at the maximum RPM.

		Tune.E_Curve				= 0.84		-- The shape of the curve between TransitionRPM and the redline.

	-- Turbocharger
	Tune.Turbochargers	= 2				-- Number of turbochargers in the engine, set to 0 for no turbochargers

		Tune.T_Boost			= 8.7		-- The maximum amount of boost of one turbocharger in PSI.
		Tune.T_PeakRPM			= 5020		-- When the turbo reaches maximum boost.

		Tune.T_IdleBoost		= 1.2		-- How much boost is made at idle.
		Tune.T_Curve			= 0.2		-- The shape of the boost curve between idle and PeakRPM.
		
		Tune.T_Efficiency		= 5			-- How much torque is made with 1 PSI.
		
		Tune.T_Size				= 9.1		-- Turbo size, larger = less boost from horsepower
		Tune.T_SpoolIncrease	= .06		-- Throttle response of the turbo. (Higher = more responsive, ranges from 0 to 1)
		Tune.T_SpoolDecrease	= .03		-- Throttle response of the turbo. (Higher = more responsive, ranges from 0 to 1)

	-- Supercharger
	Tune.Superchargers	= 0			-- Number of superchargers in the engine, Set to 0 for no superchargers

		Tune.S_Boost			= 8			-- The maximum amount of boost of one supercharger in PSI.
		Tune.S_PeakRPM			= 5500		-- When the supercharger reaches its maximum boost.
		
		Tune.S_IdleBoost		= 6.1		-- The amount of boost at idle.
		Tune.S_IdleCurve		= 0.31		-- The shape of the boost curve between idle and PeakRPM.

		Tune.S_RedlineBoost		= 5.6		-- The amount of boost at redline.
		Tune.S_RedlineCurve		= 0.187		-- The shape of the boost curve between PeakRPM and redline.

		Tune.S_Efficiency		= 4.34		-- How much torque is made with 1 PSI.

		Tune.S_Response			= .1		-- Throttle response of the supercharger. (Higher = more responsive, ranges from 0 to 1)


	-- Ignition
	Tune.IgnitionRPM	= 1200		-- This is how high the engine revs for the ignition.
	Tune.IgnitionAccel	= 30		-- The acceleration of the RPM while starting the car.
	Tune.IgnitionMinRPM	= 800		-- The minimum RPM required to start the car.
	
	-- Throttle and brake input
	Tune.ThrotAccel		= .05		-- Throttle acceleration, applied per tick (recommended values between 0.1 to 0.3)
	Tune.ThrotDecel		= .2		-- Throttle deceleration, applied per tick (recommended values between 0.05 to 0.1)
	Tune.BrakeAccel		= .1		-- Brake acceleration, applied per tick
	Tune.BrakeDecel		= .2		-- Brake deceleration, applied per tick

	-- Engine speed 
	Tune.RevBounce		= 200		-- RPM kickback from redline
	Tune.OverRev		= false		-- Set to true to allow the RPM to go above redline
	
	Tune.RevAccel		= 180		-- RPM acceleration when clutch is on (this should be higher than RevDecay and RevDecayRPM)
	Tune.RevDecay		= 30		-- RPM decay when clutch is on
	Tune.RevDecayRPM	= 60		-- RPM decay from engine speed

	Tune.Flywheel		= 800		-- Flywheel weight (higher = faster response, lower = more stable RPM)
	Tune.DumpMult		= 1.0		-- Flywheel energy multiplier when dumping the clutch (keep at 1.0 for the best result).
	
	Tune.IdleThrottle	= 5			-- Percent throttle with no input. (in percent)
	Tune.IdleDamping	= 4800		-- Damping of idle in RPM. This will change that actual idle RPM at higher values.
	Tune.IdlePadding	= 800		-- Added on top of IdleRPM to account for IdleDamping
	Tune.RemoveCreep	= true		-- Tries to remove the natural creep of the chassis by applying clutch if there is no input throttle and if the RPM is below idle.
	
	Tune.InclineComp	= 1.0	    -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
--[[Drivetrain]]	
	Tune.Config			= "AWD"		-- "FWD" , "RWD" , "AWD"
	Tune.TorqueVector	= .2			-- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.

	-- Options for a limited slip differential (LuaInt)
	-- *You can set all of these values to 0 to achieve an open differential.
	Tune.FDiffPower		= 20		-- 0 - 100				Higher values yield more wheel lock-up under throttle, more stability (Front wheels, only if driven)
	Tune.FDiffCoast		= 60		-- 0 - 100				Higher values yield more wheel lock-up when off throttle, more stability (Front wheels, only if driven)
	Tune.FDiffPreload	= 40		-- 0 - 100				Higher values will make the wheels generally lock up faster in any environment (Front wheels, only if driven)
	Tune.RDiffPower		= 20		-- 0 - 100				(Rear wheels, only if driven)
	Tune.RDiffCoast		= 60		-- 0 - 100				(Rear wheels, only if driven)
	Tune.RDiffPreload	= 40		-- 0 - 100				(Rear wheels, only if driven)

	-- Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 10		-- Slip speed allowed before TCS starts working (in km/h)
	Tune.TCSGradient	= 10		-- Slip speed gradient between 0 to max reduction (in km/h)
	Tune.TCSLimit		= 4			-- Minimum amount of torque at max reduction (in percent)
	
	-- Electronic Stability Control Settings
	Tune.ESCEnabled		= true		-- Implements ESC. TCS MUST ALSO BE ENABLED. This uses the same keybind as TCS.
	Tune.ESCVector		= -0.2		-- Force from the front to the rear for ESC. "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.
	Tune.ESCThreshold	= 0.85		-- Force difference in Gs before ESC starts working.
	Tune.ESCSpeed		= 30		-- Minimum speed before ESC can work in km/h.
	Tune.ESCThrottle	= 60		-- Maximum amount of throttle allowed to ESC in percent. (0 to allow no throttle)
	Tune.ESCBrake		= 60		-- Maximum amount of brakes allowed to ESC in percent. (0 to allow no brakes)

--[[Transmission]]
	Tune.Clutch			= true		-- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T.

	Tune.TransModes		= {"Auto", "Semi"}												--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
	>First mode is default mode													]]

	Tune.ClutchMode		= "New"												--[[
	[Modes]
		"New"		: Speed controls clutch engagement			(AC6C V1.2)
		"Old"		: Speed and RPM control clutch engagement	(AC6C V1.1)		]]

	Tune.ClutchType 	= "Clutch"										--[[
	[Types]
		"Clutch"			: Standard clutch, recommended
		"TorqueConverter"	: Torque converter, keeps RPM up
		"CVT"				: Continously Variable Transmission
																		]] 
--[[Transmission]]
	--Transmission Settings
	Tune.Stall			= false		-- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.
	Tune.ClutchRel		= false		-- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.
	Tune.ClutchEngage	= 10		-- How fast engagement is (0 = instant, 99 = super slow)	
	Tune.SpeedEngage 	= 40		-- Speed the clutch fully engages at (Based on km/h)

	--Clutch: "Old" mode
	Tune.ClutchRPMMult	= 1.0		-- Clutch RPM multiplier, recommended to leave at 1.0

	--Torque Converter:
	Tune.TQLock 		= false		-- Torque converter starts locking at a certain RPM
	Tune.RPMEngage 		= 3500		-- Keeps RPMs to this level until passed

	--CVT:
	Tune.CVTRPM			= 7000		-- RPM that the CVT wants to keep at full throttle.
	Tune.CVTMaxRatio	= 6			-- The gear ratio that the CVT cannot go over.
	Tune.CVTMinRatio	= 1			-- The gear ratio that the CVT cannot go under.

	--Neutral Rev Limiter (Avxnturador)
	Tune.NeutralLimit	= false		-- Enables a different redline RPM for when the car is in neutral
	Tune.NeutralRevRPM	= 5000		-- The rev limiter when the car is in neutral
	Tune.LimitClutch	= false		-- Will also limit RPMs while the clutch is pressed down

	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM										]]	
	Tune.AutoShiftType	= "DCT"												--[[
	[Types]
		"Rev"		: Clutch engages fully once RPM reached			(AC6C V1)
		"DCT"		: Clutch engages after a set time has passed	(AC6.81T)	]]
	Tune.AutoShiftVers	= "Old"												--[[
	[Versions]
		"New"		: Shift from Reverse, Neutral, and Drive		(AC6.81T)
		"Old"		: Auto shifts into R or D when stopped.			(AC6.52S2)	]]
	Tune.AutoUpThresh	= -200		-- Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		-- Automatic downshift point (relative to peak RPM, positive = Under-rev)

	--Automatic: Revmatching
	Tune.ShiftThrot		= 100		-- Throttle level when shifting down to revmatch, 0 - 100%

	--Automatic: DCT
	Tune.ShiftUpTime	= 0.2		-- Time required to shift into next gear, from a lower gear to a higher one.
	Tune.ShiftDnTime	= 0.1		-- Time required to shift into next gear, from a higher gear to a lower one.

	--Gear Ratios
	--You can tune the gears in the engine graphs by switching G_TunerType inside Desmos
	Tune.FinalDrive		= 3.621
	Tune.Ratios			= {
		--[[Park]]		--0			, --"0" enables the parking gear, "--0" disables.
		--[[Reverse]]	3.18		,
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.927		,
		--[[ 2 ]]		2.454		,
		--[[ 3 ]]		1.785		,
		--[[ 4 ]]		1.413		,
		--[[ 5 ]]		1.101		,
		--[[ 6 ]]		0.893		,
	}

	Tune.FDMult			= 1			-- Ratio multiplier (keep this at 1 if car is not struggling with torque)

	-- Speed Limiter
	Tune.SpeedLimit 	= 0	 		-- Maximum speed limit in km/h (0 or less for no limiter)
	Tune.ReverseSpeed	= 40		-- Maximum reverse speed limit
	Tune.SLimitGradient	= 2			-- Throttle and brake interpolation
	Tune.SLimitBrake	= true		-- If true, this will apply the brake if the car is moving too quickly.

	--[[Brakes]]
	Tune.ExitBrake		= true		-- Set to false if you don't want the car to apply the parking brake when exiting

	-- ABS
	Tune.ABSEnabled		= true		-- Implements the Antilock Braking System
	Tune.ABSThreshold	= 3			-- Slip speed allowed before ABS starts working (in km/h) 
	Tune.ABSGradient	= 8			-- Slip speed gradient between 0 to max reduction (in km/h)
	Tune.ABSLimit		= 0			-- Minimum amount of torque at max reduction (in percent)
	
	-- Forces
	Tune.BrakeForce		= 2000		-- Total brake force in kgf
	Tune.BrakeBias		= 0.65		-- Brake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)
	Tune.PBrakeForce	= 1000		-- Handbrake force in kgf
	Tune.PBrakeBias		= 0			-- Handbrake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)
	Tune.EBrakeForce	= 500		-- Engine braking force at redline in kgf

--[[[Default Controls]]
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)

		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}

	--Control Mapping
	Tune.Controls = {

		--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.T					,
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleCS				= Enum.KeyCode.U					,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.R					,

		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,

		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,

		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.RightShift			,

		--Handbrake
		PBrake					= Enum.KeyCode.LeftShift					,

		--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,

		--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
		ContlrToggleCS			= Enum.KeyCode.DPadLeft				,
	}

return Tune

I left mainly the car configuations intact

try making RSusStiffness and front one to something higher like 30 maybe. And about the reverse movement I’m not sure since that’s the internal ACS code.

1 Like

That did make it move less when pressing the buttons, but for some reason, I could still drive at like 2 mph while having the parking on

not to mention, the car constantly somewhat shifts now when idling

oh then the suspension is too high lower that back

well that is odd I’m not sure how this chassis scriptworks you can try to look in the code

2 Likes

I did provide the model, so hopefully you can take a look…

I’ve downloaded the model and went through most of the code and it’s pretty unreadable so I don’t think I can help with that much. You can try to use a different chassis, thought there’s barely any chassis on the toolbox that don’t have some bugs or unexpected behaviors.

Honestly before I went through and modified everything, this is what the template is:

for some reason, after my modification, these weird bugs happened

It might’ve been plugins that you added. Try to maybe re insert it, put on the car model again, but this time try to turn collide off the car or something.

)I also notice after testing that chassis it gets shaky at high speeds very quickly.

So I did happen to remove the body, but that issue was still happening…

Bumping this topic because I need this figured out

Not in Studio so I can’t check it out, but is it front wheel drive?

Maybe just like a real car the parking brake is only on the rear wheels. If it’s front wheel drive then the front wheels are trying to turn so you may get this kind of issue.

What is the Mass of your car? If it’s really heavy or really light then the calculations that the A-Chassis script may have issues with. Do you have a single large Part with mass and a bunch of other Parts that are Massless? If not try taking your biggest Part and make the Density something like 0.7. Make every other Part/Union/Mesh with the Massless Property checked off as true. Experiment with the body Part and wheel Densities to see if that makes any difference.

No, it’s AWD.

I have setup collision groups for the Body Parts / Wheels and checked about all the car body parts to Massless.

I’ve tried, but I never really got the hang of it…

2 Likes

I’m not sure about A-Chassis, but I know that physics constraints cars tend to like to be a medium Density main Part (other Parts Massless) and the wheels fairly dense with higher Friction to get better traction.

I looked through the script and it appears that it doesn’t use physics for the Mass.

Check some of the changes you made. Obviously you’ve messed with something from the default settings. I’ve never used it but maybe have a look at the following:

	Tune.GravComp		= 100		-- Desired gravitational force in Roblox units. (35 is the default. Set to 0 to use workspace.Gravity instead)

You’ve got it set to about 3 times the default setting.
Try changing the weight brick setting to true so you can see it to make sure it’s about the right size.

	Tune.WBVisible		= false		-- Makes the weight brick visible
1 Like

alright, it looks like this now (without the body)

I set the gravity back, but that seems to make it inch even more than before…

can someone please help me out?

This is what the model does for me: