Hello, I am creating a cable car. And it travels over a very long distance. I have a problem with it as it glitches out of the cable when travelling. I use the align position method to make it travel. I only have one on each end as it worked fine on my other cable car that travels straight in a short distance. So should I add more align positions to make it work? Or is there any other way to fix this?
Edit 1: I included AlignOrientation but it did not work. It just glitches out and flies far away
I’m not the best at game physics, but could it be something to do with the weight of the cable car? (This is a common diagnosis for glitching out from other vehicles). Perhaps if you made some of the parts Massless, it wouldn’t glitch out?
I managed to accomplish my goal by changing the CollisionFidelity from default to PreciseConvection but it glitches out whenever a player boards the car
Use hull, since PreciseConvexDecomposition is moderately complex. Although, keep the rolling wheel thingy at the top precise convex decomposition because it is the most accurate. Hull is normally best for player collisions.
To fix the issue where the cable car turns into a plane, evenly distribute the weight of the parts so that the cable car can move along the cable at the center of gravity of the cable car. If the cable car doesn’t have its center of gravity lined up with the cable, it will simply capsize itself. If the cable car is only moving along the cable using one wheel, use two wheels to get better stabilization. You might have to add another cable for the other wheel.
The other option is to make it using pure physics without any script, which is very possible. I found this
To start doing it the super realistic way, you would need to construct 2 fixed cables and a 3rd cable that loops around on a spinning motor acting as a pulley. Then if you are going a long distance you can add a bollard along the way, acting a support to reduce any extra weight or to stabilize the cable more.
Suspend them freely and stretch them out so that they are held by 1 endpoint to the other. if you aren’t already, use a rope constraint or use the rope master plugin. this allows you to change the tension and strength of the rope and makes it easier to tweak with
Yeah I did that. Rope constraint does not have the physics I expected. Parts just go through rope constraints.
I am just showing you how my model is. The picture was like in the early developments
Not completely, but the physics of this can be replicated. I’m going to see if I can make it like real world physics as much as possible then upload it as a model if you would wish to see it. Seems like it would be a interesting build as well