Help with Sphere-Based Kart Controller

Hello,
I am currently developing a Kart Racing game similar to Mario Kart and am in need of help on creating a sphere-based kart controller to handle the kart’s physics. I am aware of how to do this and have attempted to follow many tutorials that cover the same topic in Unity (since the same principles apply) but there is one thing I’m stuck on, even after multiple attempts:

I want to do this using :ApplyImpulse(). How would I be able to use this to roll the sphere around to go forwards, backwards and turn like a car while utilising a VehicleSeat? Any attempt at doing this makes it feel more like I’m controlling a ball rather than a car.

I have tried the following things:

  • Video tutorials
  • Asking the AI code assistant
  • Looking through similar topics on the DevForum

Unfortunately none of these could provide the support I’m looking for.

Any insight into this is heavily appreciated!

3 Likes

Why not just use Constraints? Here are some examples that work pretty well. Tracked vehicle, suspension and racing tests. - Roblox
The suspension and physics feels more realistic than just pushing a ball around.

I have considered this before, but I want to make the drift mechanic the game has as well, this might be difficult with a typical constraint chassis.

Maybe try it by making the rear wheels have less Density or Friction during the drift?
That would give the rear less traction than the front, but you’d likely have to do some very fine tuning to get it to work well.
The other way might be having all the chassis Parts Massless (except for where Constraints are being used in the suspension, Roblox physics isn’t great with Parts of very different Densities being joined by Constraints. Then create a more dense ‘ballast’ block that you can fine tune for weight distribution balance between front and rear axles. You might be able to move it forward and back with a PrismaticConstraint.
Or you could just change the Density of different front and rear ‘ballast’ Parts to change the weight distribution of the car while drifting.

I will state again that I want to do this with a sphere-based controller, not constraints in the typical way.

Understood. It was your comment that said it just felt like moving a ball instead of the dynamic feel of a car that led me to suggest constraints.

If it helps anyone, this is what I’m looking to recreate:
Recreating Mario Kart’s Drifting | Mix and Jam - YouTube

I’m struggling to figure out how to translate this into Roblox. I need help with just the forces required to move the ball and steer with the feel of a car.

Bumping because there are still no solutions.