Body position too elastic

There’s also a risk that it won’t reach it’s target precisely and stop before it

This wouldn’t move players standing inside, which is one of OP’s requirements I assume.

Small problem, because the train isn’t anchored, it now falls to the ground, but I want it to stay floating like it is on the body position version.

Have you tried increasing the MaxForce?

Not by default but that can also be scripted, and has been done before as well:

So far, I’ve only added the actual attachments. I’m not too sure which values I need. Could you tell me?

Create an AlignPosition constraint. The Attachment0 property should point to the attachment on the train, while the Attachment1 should point to the attachment on the starting part.

MaxForce: Make it really high, but not too high because it will fling itself into void
MaxVelocity: Set it according to your preferences
Responsiveness: Same as above

Example setup:
(I also used an AlignOrientation to keep the Train part upright)

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Yeah, so, that doesn’t work. The train just flies up.

Here’s a video of what happened Video_27

Looks like you didn’t do anything to keep it in correct orientation. I wonder why the same didn’t happen with your BodyPosition example.

Try using an AlignOrientation constraint. Set attachments the same way as in AlignPosition and enable RigidityEnabled.

Works amazingly! However, when someone sits in a seat in the train, the train starts to jerk all over the place.

Can you record a video of that?

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I have no idea why it does this Shaky

When you sit, the train temporarily rotates in the direction your character was going. This suggests that the mass of the train is lower than your character’s mass, which is not good.

Did you try this solution and leave it like that? Make sure all parts have the Massless property disabled.

Oh, I’d better disable massless then