Car Chassis Vibrates When Turning

Hello everyone,

I’ve recently made a car which is rigged with cylindrical- and springconstraints. I’ve encountered a problem I can’t seem to fix. Whenever I am making a turn with the car, it begins to vibrate.

I found out that this behaviour is caused by the cylindricalconstraints when they reach their LowerLimit, but I don’t know how to prevent the car for vibrating when this limit is reached.

I’m using limits on the cylindrical constraints to prevent that the springs invert when landing with a high force (like jumping off a ramp or something).

Here is a video which explains what I mean:

You can see that the vibration begins when the limit is reached:

More information about the spring- and cylindricalconstraint properties:
image

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Can anyone help me prevent this vibration behaviour from happening?

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I’m not 100% sure but maybe the suspension is causing the vibration. If not it might be the wheels.

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It’s quite hard to make out exactly what vibration you’re talking about.

Maybe it could be fixed by giving the car a greater mass and increase the spring parameters to match.

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It’s true that when I increase the mass and increase the spring FreeLength, the vibration increases. I think I can stop this vibration by increasing the stiffness, but that will go at the cost of the suspension, which I really need.

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You shouldn’t need to alter the free length of the spring. Changing the mass, stiffness and damping all together should allow you to keep the same suspension behaviour at any mass you like

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If I increase the mass and stiffness, the vibration increases even more because the 4 springs need to hold a bigger mass and because the sitffness has increased, the suspension is becoming less functional. I feel like there is little to no difference when changing the damping, sometimes the car even begins to fling when the damping is put too high.

It seems like you may not have a large enough damping parameter then.

My thoughts about the functionality of the suspension not changing stem from the frequency of a mass on a spring being proportional to sqrt(m/k) so you can keep the same frequency / behaviour if you scale the mass and stiffness by the same amount.

I haven’t explicitly checked the case for the damped oscillator but I have a feeling that this will remain true with appropriate scaling of the damping constant

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I’ve done some more tests and I managed to fix this by increasing the density of the wheels lol…

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Ah, k.
I was going to ask if you have Meshes for the functioning Wheel part or are you using Parts with the shape set to Ball?
A lot of the time Meshes aren’t truly round, so at higher rotational speeds you see the ‘bumpiness’ of the wheel show up. If you make the Mesh CanCollide off and weld a Ball to it then you don’t see the issue.

I use cylinders and made the meshparts uncollidable :slight_smile:

i cant understand but everyone is having this problem in this days. i saw a similar post to this before. and i had this problem tho. roblox really needs to help people about this or fix it .