Help with Jeep acceleration and deceleration

Hello! I have been trying to get the Roblox Jeep from the racing template to accelerate and decelerate realistically. I tried decreasing the lerp value in the second parameter on line 150 and line 169 of the LocalScript but it becomes very unusable and unpredictable. How would I go about adding realistic acceleration and deceleration to the jeep?

I also partially modified the main script by removing the audio section.

Here are the scripts:

Script

--Script

local car = script.Parent
local stats = car.Configurations
local Raycast = require(script.RaycastModule)

local mass = 0

for i, v in pairs(car:GetChildren()) do
	if v:IsA("BasePart") then
		mass = mass + (v:GetMass() * 196.2)
	end
end

local bodyPosition = car.Chassis.BodyPosition
local bodyGyro = car.Chassis.BodyGyro

--local bodyPosition = Instance.new("BodyPosition", car.Chassis)
--bodyPosition.MaxForce = Vector3.new()
--local bodyGyro = Instance.new("BodyGyro", car.Chassis)
--bodyGyro.MaxTorque = Vector3.new()

local function UpdateThruster(thruster)
	-- Raycasting
	local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car)
	local thrusterHeight = (position - thruster.Position).magnitude
	
	-- Wheel
	local wheelWeld = thruster:FindFirstChild("WheelWeld")
	wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
	-- Wheel turning
	local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
	local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
	if offset.Z < 0 then
		local direction = 1
		if speed.Z > 0 then
			direction = -1
		end
		wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
	end

end

car.DriveSeat.Changed:connect(function(property)
	if property == "Occupant" then
		if car.DriveSeat.Occupant then
			local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent)
			if player then
				car.DriveSeat:SetNetworkOwner(player)
				local localCarScript = script.LocalCarScript:Clone()
				localCarScript.Parent = player.PlayerGui
				localCarScript.Car.Value = car
				localCarScript.Disabled = false
			end
		else
		print("else")			
		end
	end
end)

--spawn(function()
	while true do
		game:GetService("RunService").Stepped:wait()
		for i, part in pairs(car:GetChildren()) do
			if part.Name == "Thruster" then
				UpdateThruster(part)
			end
		end
		if car.DriveSeat.Occupant then
			local ratio = car.DriveSeat.Velocity.magnitude / stats.Speed.Value
			bodyPosition.MaxForce = Vector3.new()
			bodyGyro.MaxTorque = Vector3.new()
		else
			local hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)
			if hit and hit.CanCollide then
				bodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5)
				bodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p
				bodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge)
				bodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0)
			else
				bodyPosition.MaxForce = Vector3.new()
				bodyGyro.MaxTorque = Vector3.new()
			end
		end
	end
--end)

LocalScript

--LocalScript
local player = game.Players.LocalPlayer
local character = player.Character
local humanoidRootPart = character.HumanoidRootPart
local car = script:WaitForChild("Car").Value
local stats = car:WaitForChild("Configurations")
local Raycast = require(car.CarScript.RaycastModule)

--local cameraType = Enum.CameraType.Follow

local movement = Vector2.new()
local gamepadDeadzone = 0.14

car.DriveSeat.Changed:connect(function(property)
	if property == "Steer" then
		movement = Vector2.new(car.DriveSeat.Steer, movement.Y)
	elseif property == "Throttle" then
		movement = Vector2.new(movement.X, car.DriveSeat.Throttle)
	end
end)

-- Input begin
--game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
--	if not gameProcessedEvent then
--		if inputObject.KeyCode == Enum.KeyCode.W then
--			movement = Vector2.new(movement.X, 1)
--		elseif inputObject.KeyCode == Enum.KeyCode.A then
--			movement = Vector2.new(-1, movement.Y)
--		elseif inputObject.KeyCode == Enum.KeyCode.S then
--			movement = Vector2.new(movement.X, -1)
--		elseif inputObject.KeyCode == Enum.KeyCode.D then
--			movement = Vector2.new(1, movement.Y)
--		end
--	end
--end)
--
--game:GetService("UserInputService").InputChanged:connect(function(inputObject, gameProcessedEvent)
--	--if not gameProcessedEvent then
--		if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then
--			--Gamepad support because yay
--			if inputObject.Position.magnitude >= gamepadDeadzone then
--				movement = Vector2.new(movement.X, inputObject.Position.Y)
--			else
--				movement = Vector2.new(movement.X, 0)
--			end
--		elseif inputObject.KeyCode == Enum.KeyCode.Thumbstick2 then
--			if inputObject.Position.magnitude >= gamepadDeadzone then
--				movement = Vector2.new(inputObject.Position.X, movement.Y)
--			else
--				movement = Vector2.new(0, movement.Y)
--			end
--		end
--	--end
--end)
--
---- Input end
--game:GetService("UserInputService").InputEnded:connect(function(inputObject, gameProcessedEvent)
--	if inputObject.KeyCode == Enum.KeyCode.W then
--		if movement.Y == 1 then
--			movement = Vector2.new(movement.X, 0)
--		end
--	elseif inputObject.KeyCode == Enum.KeyCode.A then
--		if movement.X == -1 then
--			movement = Vector2.new(0, movement.Y)
--		end
--	elseif inputObject.KeyCode == Enum.KeyCode.S then
--		if movement.Y == -1 then
--			movement = Vector2.new(movement.X, 0)
--		end
--	elseif inputObject.KeyCode == Enum.KeyCode.D then
--		if movement.X == 1 then
--			movement = Vector2.new(0, movement.Y)
--		end
--	end
--end)

local force = 0
local damping = 0

local mass = 0

for i, v in pairs(car:GetChildren()) do
	if v:IsA("BasePart") then
		mass = mass + (v:GetMass() * 196.2)
	end
end

force = mass * stats.Suspension.Value
damping = force / stats.Bounce.Value

local bodyVelocity = Instance.new("BodyVelocity", car.Chassis)
bodyVelocity.velocity = Vector3.new(0, 0, 0)
bodyVelocity.maxForce = Vector3.new(0, 0, 0)

local bodyAngularVelocity = Instance.new("BodyAngularVelocity", car.Chassis)
bodyAngularVelocity.angularvelocity = Vector3.new(0, 0, 0)
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)

local rotation = 0

local function UpdateThruster(thruster)
	--Make sure we have a bodythrust to move the wheel
	local bodyThrust = thruster:FindFirstChild("BodyThrust")
	if not bodyThrust then
		bodyThrust = Instance.new("BodyThrust", thruster)
	end
	--Do some raycasting to get the height of the wheel
	local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)
	local thrusterHeight = (position - thruster.Position).magnitude
	if hit and hit.CanCollide then
		--If we're on the ground, apply some forces to push the wheel up
		bodyThrust.force = Vector3.new(0, ((stats.Height.Value - thrusterHeight)^2) * (force / stats.Height.Value^2), 0)
		local thrusterDamping = thruster.CFrame:toObjectSpace(CFrame.new(thruster.Velocity + thruster.Position)).p * damping
		bodyThrust.force = bodyThrust.force - Vector3.new(0, thrusterDamping.Y, 0)
	else
		bodyThrust.force = Vector3.new(0, 0, 0)
	end
	
	--Wheels
	local wheelWeld = thruster:FindFirstChild("WheelWeld")
	if wheelWeld then
		wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
		-- Wheel turning
		local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
		local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
		if offset.Z < 0 then
			local direction = 1
			if speed.Z > 0 then
				direction = -1
			end
			wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
		end
		wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(rotation, 0, 0)
	end
end

--A simple function to check if the car is grounded
local function IsGrounded()
	local hit, position = Raycast.new((car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2))
	if hit and hit.CanCollide then
		return(true)
	end
	return(false)
end

--local oldCameraType = camera.CameraType
--camera.CameraType = cameraType

--spawn(function()
	while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do
		--game:GetService("RunService").RenderStepped:wait()
		if IsGrounded() then
			if movement.Y ~= 0 then
				local velocity = humanoidRootPart.CFrame.lookVector * movement.Y * stats.Speed.Value
				humanoidRootPart.Velocity = humanoidRootPart.Velocity:Lerp(velocity, 0.1)
				bodyVelocity.maxForce = Vector3.new(0, 0, 0)
			else
				bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2)
			end
			local rotVelocity = humanoidRootPart.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -humanoidRootPart.RotVelocity.Y * 5 * movement.Y))
			local speed = -humanoidRootPart.CFrame:vectorToObjectSpace(humanoidRootPart.Velocity).unit.Z
			rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y)
			if math.abs(speed) > 0.1 then
				rotVelocity = rotVelocity + humanoidRootPart.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0)))
				bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
			else
				bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4)
			end
			humanoidRootPart.RotVelocity = humanoidRootPart.RotVelocity:Lerp(rotVelocity, 0.1) 
			
			--bodyVelocity.maxForce = Vector3.new(mass / 3, mass / 6, mass / 3)
			--bodyAngularVelocity.maxTorque = Vector3.new(mass / 6, mass / 3, mass / 6)
		else
			bodyVelocity.maxForce = Vector3.new(0, 0, 0)
			bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
		end
		
		for i, part in pairs(car:GetChildren()) do
			if part.Name == "Thruster" then
				UpdateThruster(part)
			end
		end
	end
	for i, v in pairs(car:GetChildren()) do
		if v:FindFirstChild("BodyThrust") then
			v.BodyThrust:Destroy()
		end
	end
	bodyVelocity:Destroy()
	bodyAngularVelocity:Destroy()
	--camera.CameraType = oldCameraType
	script:Destroy()
--end)

Any help would be appreciated!

2 Likes

I would suggest not even using the Roblox jeep. While it does have nice suspension, there are even better free models available to you (which are easier to tweak, customize, and make your own). These models, as stated before, can be easily customized, while the Roblox jeep can’t.

The models/articles:
Suspension Police Car (this car has really neat suspension, I love it)

Article (that walks you through adding suspension to a car, and building a car. The script and properties can be easily tweaked)

Hope this helps. If you still just want to use the Roblox jeep, I can help you dive deeper into your code, but honestly, it may just be better to use these models.

1 Like

Thank you for replying. I actually have seen these models previously and have tweaked them before. I would still like to use the Roblox Jeep because I plan on adding a customization system for the vehicles, which would work better for me with a raycasting vehicle.

A quick Google search (may be worthwhile to read through it): Changing the acceleration of Roblox Jeep

1 Like

So you would do what the A-Chassis scripters and builders used. Instead for the speed to either 0 or 1 it has to be exponential, like an exponential graph rather than a linear graph. The speed should depend on how much the “W” key is held. So it would be like this:

(Just a preview of my thoughts, not actual code)

local topspeed = 100
local speed = 1
local speedincrement = 1.05 --the higher the number, the bigger the acceleration

repeat 
     print(speed)
     speed = speed*speedincrement
     wait(0.005)
until speed >= topspeed
--prints out the gradual increasing speed (this is just a concept)

(EDIT)The code from above is only the big idea, but for you to implement it in the Roblox Jeep you would have to find the variable that is responsible for the Jeep’s speed and use the same principle as above.

3 Likes

Does anyone know how to do this still? (and yes i am aware i am bumping this topic up)

Sorry for the late reply! I ended up making my own chassis as the jeep was not a good foundation in my opinion. I made it using raycasting.