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What do you want to achieve? Constrain several assemblies (which have different y rotations) to have the same rotation on the X axis without magically spawning in mechanical energy
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What is the issue? In order to avoid breaking the laws of physics, we must know how difficult each of these assemblies are to rotate on the X axis to avoid ex. having something really light spin really fast, causing heavier connected things to spin unrealistically easy.
I couldn’t find any way to get the moment of inertia (I think that’s what it’s called based on some ChatGPT) directly, but I did find this completely undocumented AngularAccelerationToTorque
function which I figured would be perfect, so I wrote this code:
function getrotationdifficulty(p: BasePart): number
return p:AngularAccelerationToTorque(Vector3.new(1,0,0)).X
end
However, it gives the following error:
BasePart:getAngularAccelerationToTorque is not enabled
I am confused.
Extra unnecessary context: I’m trying to make a realistic manual cart for a cart ride game, so if anyone could help me with all the other problems which I have no idea how to solve, please tell me. This code is for making all the powered wheels spin in the same way as the driveshaft
Brainrot title naming on devforum is crazy ngl

AngularAccelerationToTorque is not even documented
its not a feature yet
Don’t vibe code please.
You are probably looking for a property: AssemblyAngularVelocity
function getrotationdifficulty(p: BasePart): number
return p.AssemblyAngularVelocity.X
end
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That also could probably be just a force convertion feature
Etc 5*workspace.Gravity and so on
So you should not be bothered much about it
Well yes, I already have code to check the velocity. My problem is in finding out how much power is needed to move it, so I can calculate how much new velocity in a body some already existing velocity in another (heavier/lighter, bigger/smaller) body would convert to. I was thinking of using this sussy function as a workaround to get what I believe is called the moment of inertia.
Also im not vibe coding im just using chatgpt to understand physics.
You can google how to calculate the moments of inertia for various basic shapes like cubes, tubes, cylinders, etc. But if you have custom meshes, unions or are trying to get the MOI of a whole assembly it’s pretty much impossible to calculate it. The only real way you can get the MOI of those is by applying an impulse and measuring how much the object’s angular velocity changed and then saving that result.
And the :AngularAccelerationToTorque() function does indeed exist, however it doesn’t work because Roblox thinks it’s funny to troll people by creating fake functions that do nothing.
Also, you should never use AI for anything. It always gets everything wrong. The only thing AI is good at is convincing people its retardation is fact by sounding overly confident, and because people never bother to fact check whatever it says.
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