I don’t use a body gyro, but rather a VectorForce.
I guess the only way around this is to calculate a downforce, but again I have no clue how to do it without messing with the suspension’s ride height
It’s an offset to the force, not something to adjust the ride height.
How would I calculate this offset?
Try this:
I said this earlier.
The entire velocity or just the Y axis?
Also not sure if this would work as the spring force doesn’t get higher as the issue happens
I think just the Y axis.
This applies an offset to the force, so it adjusts it.
I’ll try that when I wake up, I’ll let you know the results
I managed to make this, somewhat works but it is far too inconsistent and also takes a lot of time to tune.
local veldot = math.abs(sray.Normal:Dot((localvel*Vector3.new(0,1,0)).Unit))
local activate = (localvel.Y < -.25 and grounded == 1 and xzmag > 150 and veldot > .965) and 1 or 0
v.Spring.Force = springDir * force*(1-math.clamp(veldot,-1,1)*(activate*.45))
Do you know how I could make my calculations more accurate?
I don’t know why this activate statement is necessary.