Detect traction loss on constraint vehicle

What would be the best possible way to detect when a wheel on a constraint vehicle has lost traction, and starts spinning out (aka burning out) I don’t know if there’s a simple way, or I have to figure it out depending on how fast the body is moving in comparison to the wheel. Does anyone know how to do this?

pretty complicated subject IMO, but depending on your vehicle design there is a lot of factors that can go into this.

check the first comment out on this article.

this is for skid marks, but he tells you how to detect lose traction to create the skids.

How would I get the RPM of a wheel being moved via AngularVelocity in a HingeConstraint?

wheelPart.CFrame:VectorToObjectSpace(wheelPart.AngularVelocity).X

Or maybe .Z, I think it’s X given the cylinder orientation, but I might be remembering it wrong. Also if it’s a sphere and not a cylinder for the wheel it will be whatever axis you attached it on, just use a print to figure out which, one axis will have a much larger value than the others, it’s the one you want.

I get the error “AngularVelocity is not a valid member of MeshPart”

My bad, it’s RotVelocity, not AngularVelocity.