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.
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’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.