Having an issue spinning a plane's propeller

Hello, all!

I am having an issue spinning a propeller on my plane.
Capture

I all of the parts in the plane welded via a WeldConstraint with Part0 being the Main part and Part1 being the part I’m welding. This all works great.

For the propeller I have the Propeller blades welded to their respective spinner. I then have the spinner welded to the Main part. When I spawn the plane, everything is held together but my prop doesn’t spin unless I disable a weld within the Spinner; however, if I do that, when I spawn the plane, the Propeller falls off.

I am spinning the Spinner via CFrame firing at Heartbeat.

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Just use a hinge Constraint, they work well!

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You have to be joking right??

Definatly do not use a hinge, set the propelers cframe to be in front of the lookvector of the plane once its in use, while its not being used weld it

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Meh, Hinges work perfectly well for all of mine, and constraints don’t actually produce lag. It can spin it realistically as well with the motor constraint!

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Maybe so, but if you load in other things or multiple planes as well as the questionable reliability of roblox physics and servers its a different story.

Yes a hinge would work as a easy fix for a extremely low performance game but with roblox things arent always that simple.

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Don’t worry about the physics to much, just set the CanCollide to false, and it should spin perfectly, although I can see why you’re hesitant.
There are other ways I know of, such as using bones or motor6ds though with :AdjustSpeed() it can simulate the speeding up if you’re really against using HingeConstraints. Would still recommend them though! It’s not as laggy as you think.

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I do plan on having multiple planes flying. There also are up to three propellers on a plane.

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Hmm, personally I never had a issue with it, but I also didn’t run a benchmark, my game ran fine with 3 single propellered planes though! Hmm… Lemme try and find my game link…[Plane Test - Roblox]

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I am testing out the HingeConstraint because I’ve never used it before, but mine looks goofy https://gyazo.com/9b972460a5366e261b40eee8dc49f339

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Hmm, weird… Sorry for the trouble then, I’m not sure what mine looks like after so long, I think it looked better though? Sorry again! Maybe it’s to fast or slow?

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 self.Instance:SetPrimaryPartCFrame(self.Instance.PrimaryPart.CFrame * CFrame.Angles(math.rad(40), 0, 0))

This was my Heartbeat way of doing it.

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Ah so you spin it by 40 degrees each heartbeat, it will be pretty jumpy then though!

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That wasn’t Heartbeat way was smoother than the Hinge way I just linked in Gyazo. I can make the Hinge look better, but it’s just so slow it’s unrealistic.

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I meant the heartbeat way, I guess 40 isn’t that bad. 1/9th of the 360 each time. So every nine heartbeats it makes a full rotation.

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I’ve used both before. I prefer using a HingeConstraint because the spool-up speed looks a lot better. Otherwise, you have to calculate the smooth motion of it speeding up/down yourself (which could be done with a spring simulation).

Raw CFrame might be cheaper on performance? Not sure. But using a hinge is definitely the easiest way & I haven’t seen any issues with it personally.

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