Car being moved by players and other objects to easily also clipping

what I already tried

  • I tried increasing chassis mass and wheel mass it was not helpful because even with custom physical properties I’m unable to increase the wheel mass enough so that it doesn’t glitch through the ground and lowering chassis mass makes vehicle easily pushable

  • Increased friction on wheels well already did this since I made my vehicle have good grip

  • checked constraints there all good using spring and cylindrical constraints properly rigged

no matter what I do the car somehow always goes half way through the ground the wheels start clipping into the ground

if the wheels are even slightly less weight then the chassis they bug out completely
@Scottifly heard you’re an expert

Are you using A Chassis? If so, you can make collidable parts to each side of the car.

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Please answer each of the questions below. I can’t help much if you don’t answer all of them.

  • Is the car scripted (like A-Chassis like @nicksneakyy mentioned) for movement, or are you using ONLY Constraints for suspension, driving, and steering?
  • What exactly is the size of each wheel Part? It should be a Cylinder or Sphere Part for best results unless it’s a fairly slow moving vehicle.
  • What is the Density of the each Wheel Part, not including any decoration parts that should be Massless true?
  • Are your suspension Parts all CanCollide false?
  • Did you try the ‘Are Contact Points Shown’ tool in the Studio Settings when testing? You may have part of the car pushing down on the wheels causing the issue.

I keep the above tool checked true ALL the time when testing. I’ve found Parts on items that I’ve thought everything was Anchored, but one Part isn’t and it’ll show red spheres when testing. It also shows everything that car wheels touch, whether it’s the ground or parts of the car.

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I am using a Chassis also I am already doing that yeah

I am using a sphere part as its best also all decoration and cosmetic / body parts are massless

I added NoCollisionConstraints so the Wheels don’t collide with the chassis
when the player or any object doesn’t touch or push the car it behaves normally

the wheel density is high and chassis density is also high but not to much greater then the wheels

the size of the wheels are very small compared to normal cars the wheels are 1.1, 1.1, 1.1 in size with the chassis being around 4.9, 0.3, 8.2 in size

I’m only using constraints to move the vehicle well technically I have a script that has to update the constraints like cylinder constraints angular velocity but other then that stuff yeah its using constraints.

Ah, tiny vehicles are a headache because they are so light. They need to have some mass to counteract player weight and physics.

Try welding a 10 stud long x 2 stud high x 5 stud wide CanCollide false Part centered on the chassis and centered vertically about the surface the car sits at while on it’s wheels? Play with the Density of that Part and see what happens.

Also, when describing something like
the wheel density is high and chassis density is also high but not to much greater then the wheels
We don’t know what your idea of ‘high’ density is. You may think a Density of .8 is high and I might think 2.0 is high. It helps everyone to be really specific when troubleshooting issues.

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I solved the problem by myself but I’ll mark your post as the solution anyways since you gave me the most useful advice which some of it helped in a way thank you everyone for replying

oh and the solution was just increasing the spring dampness and stiffness I also increased the chassis weight by like 2x more along with the wheels

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