HingeConstraint not staying attached

I’m working on tweening a plane along a path, which works well.

However, I’ve ran into a problem with the HingeConstraints. For some reason they do not stay ‘attached’ (I assume there’s a better word for this) and float behind the aircraft, as if there’s some sort of maximum speed at which the position updates? I don’t really know what I’m saying but I hope you get what I’m saying after watching this video below:

You can see the propellers do not stay attached to the point where they’re supposed to be, which is shown at the end of the video.

I can’t seem to solve this issue, and I haven’t been able to find anyone with the same problem on the internet.

Any help would be appreciated.

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are you tweening the plane as ive heard hinge constraints be glitchy when tween

Yes I’m tweening the plane, but the issue also occurs when dragging the part that contains the constraint, as seen here:

It seems that it only occurs at ‘high speeds’; when dragging the part quickly.

wow its so weird i have never had a problem with this and sorry because i couldnt help you

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It looks like you put a BodyPosition inside of the propeller. If not, then I guess you could put one with a very high power targeted at the hinge so it has the effect of a weld. I’ve never seen something like this before so my solution may not work

I actually get something that happens like this when I use Ball Sockets.

I usually wait for a few seconds before I test constraints because they usually takes time for my computer to attach the ball sockets.

Probably try it in Roblox player and see if the problem is there.

Sadly this didn’t fix the issue, problem still persists in the roblox player.

No I didn’t have a BodyPosition inside the propeller. I tried it and it doesn’t work sadly.

Still happening - experiencing it with a compass gear using a HingeConstraint for its needle. If the player twists around it’ll drag. Not using tweens with this, I don’t think that’s the root of the issue.

I would use AlignPostion and AlignOriention set primary Axis and see if it works these have rigidity and I find more reliable.

If all else fails just set the position directly