I am working on a Boat Simulator game; of course, boats are on it. The problem is that when a player walks past the boat it is not steady and it starts going crazy. However, there are not any problems I have faced with driving, it’s only the issue I mentioned above.
Light boats react badly to the physics of players walking on them.
There are many things you could do to fix it, but here are a couple of options I’ve used in the past:
- Make the Density of the boat Parts very light so it rides higher in the water, then add a ballast Part, with very high Density, CanCollide false, Transparent, and welded to the boat but about 20 studs lower than the boat. This will create a boat with more mass overall to keep player physics from affecting it as much. The ballast Part will act like a pendulum which will help the stability of the boat.
- Put an AlignOrientation in the boat and experiment with the amount of force to keep it level.
Regarding the part which will be about 20 studs above the water should its density be higher than the density of the water or lower? I am thinking of making it less than the density of the water or else it will sink.
No, actually if I make the density low it will go up and the boat will fly. I didn’t think of that I will try your method again with the applications I thought of.
It will only fly if the boat is less dense than air. A density value of about 0.5 should float well.
I mean because I have a part 20 studs below the boat if the density is very low the part under it will float which means the boat will be 20 studs approximately above the water .
The boat is stable now but when you push it turns left or right. Imagine if there are passengers and start pushing the boat how many accidents will be.
Reread that.
Heavy part 20 stud into the water under the boat to stabilize it and cause the boat made of really low denstity parts to sit at the proper height in the water.
The boat won’t fly with light parts. The Density of Air in Roblox is something like .001 but I think they even changed it when they made the change to ‘Fluid Forces’ to make flying possible.
As far as pushing the boat how Dense are your Parts in the boat (average) and what’s the Density and size of the ballast Part?
If your boat is tiny then the Humanoid Physics forces will push it around.
I have a boat obby with a lot of different types of boats. Try those to see how they react.
About the boat that “flies”, it was my mistake, because I hadn’t turned CanColide to false. The part wasn’t “flying”, it was floating which brought the boat up, since I forgot to turn CanColide to false as stated above.
I changed the density to “1”, but the part brings the boat down.
Normal
So, that’s why setting it to 0.4 is my only option and still when I walk the boat goes left and right.
Here I have a clip so, that you can understand what the issue is.
Also, because you asked, I have set all my boat parts’ density to 0.01.
Basically the problem is that if I change the density it won’t be in the correct height.
I added a Plane Constraint and I was able to solve the problem.
That’s why I said to experiment with the Density Properties of both the boat and the ballast.
If the boat is too high, raise the Density of the ballast Part underneath the boat or decrease the Density of the boat Part.
If the boat is still unstable, keep raising the Density of the ballast and at the same time decrease the Density of the boat parts. Or you could move the ballast farther below the boat.
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