Angular Velocity fails to Rotate Canoe

I’ve been trying to figure out why my canoe isn’t rotating when prompted. Every part in the model is unanchored. The density of the primary part is 100 to account for players sitting in the boat so that the boat doesn’t sink. (I’m using Skinned Mesh water and body gyros are gone now so I can’t use those ;c) I’m using angular velocity to keep the boat up and to propel it forward. If anyone can tell me how to fix this, that’d be appreciated.

(The steer value is high for testing purposes but nothing happens!)

Model Setup:

Code:

	["Canoe"] = function(vehicle)
		print("we good homie")
		VehicleService.AdditionalMethods:WeldModelBasepartsToRoot(vehicle)

		local MaxSpeed = 50
		local WaterOffset = vehicle:GetAttribute("WaterOffset")
		local CurrentSpeed = 0

		local DriverSeat = vehicle.Driver
		local BoundingBox = vehicle.PrimaryPart

		local GravForce = Instance.new("VectorForce", BoundingBox)
		GravForce.Attachment0 = BoundingBox.GravAttachment
		GravForce.ApplyAtCenterOfMass = true
		GravForce.Force = Vector3.new(0, VehicleService.AdditionalMethods:GetModelMass(vehicle) * workspace.Gravity, 0)

		local MovingForce = Instance.new("VectorForce", BoundingBox)
		MovingForce.Attachment0 = BoundingBox.MovingAttachment
		MovingForce.ApplyAtCenterOfMass = true
		MovingForce.Force = Vector3.new(0,0,0)

		local SteerForce = Instance.new("AngularVelocity", BoundingBox)
		SteerForce.Attachment0 = BoundingBox.SteerAttachment
		SteerForce.MaxTorque = Vector3.new(math.huge, math.huge, math.huge)
		SteerForce.RelativeTo = Enum.ActuatorRelativeTo.Attachment0

		local function DriverChanged()
			if not DriverSeat.Occupant then
				MovingForce.Force = Vector3.new(0, 0, 0)
				CurrentSpeed = 0
			end
		end

		local function ThrottleChanged()
			if DriverSeat.Occupant then

			end
		end

		local function SteerChanged()
			if DriverSeat.Occupant then
				if DriverSeat.Steer == 1 then
					print("Steer start")
					repeat
						SteerForce.AngularVelocity += Vector3.new(0, 10, 0)
						print(SteerForce.AngularVelocity)
						task.wait()
					until DriverSeat.Steer ~= 1
					print("Steer end")
				end
			end
		end

		DriverSeat:GetPropertyChangedSignal("Occupant"):Connect(DriverChanged)
		DriverSeat:GetPropertyChangedSignal("Steer"):Connect(SteerChanged)
		
		RunService.Heartbeat:Connect(function()
			BoundingBox.CFrame = CFrame.new(BoundingBox.CFrame.X, math.clamp(BoundingBox.CFrame.Y, WaterOffset, WaterOffset), BoundingBox.CFrame.Z)
		end)
	end,
}
1 Like

You can still use body gyros if u enter
Instance.new("BodyGyro",workspace)
in the command bar. if you think u have a solution with a body gyro

1 Like

Thanks for the Input, however, now the steering works, but the BodyVelocity does not work as intended!