I’ve been working on a project for fun, and When I make the tyre’s connect to the main gear with a hinge constraint, the aircraft constantly bounces and wont stop.
I have tried using custom properties and it does not change at all.
Here’s an image of it when it bounced.
I am not using a servo or a motor on all hinges. Here’s the properties for the hinge.
I remember a previous post about this and the weight distribution mattered… umm maybe give the wheels a really high density like 10 and see how it reacts?
Edit: im not familar with the parts and the distribution of the parts but try to give the densities an amount of 1 or higher… dont go below 0.7.
If the purple ball is the actual wheel then put the attachment at 0,0,0 for the ball and move the landing gear attachment to match it’s location. This should keep the hinge from ‘flexing’ due to the offset your hinge is at.
Also try making the Elasticity 0 on the wheels. It may help.
Then your Attachments aren’t in the same place.
Why are you using 2 balls for each wheel? Especially since I’m betting they are both CanCollide true and are pushing away from each other.
1 ball per landing gear leg should do the trick.
I am using 1 ball for one tyre, it’s how I am setting up suspension and it does help the mesh as I have something. Should I CanCollide Off for the balls?
As shown below, all the attachments are in a same spot and same orientation.
I would also like to say that the ball breaks the aircraft if the attachment is on it. I’ve resorted it back to the actual tyre itself for the hinge(as it hasn’t bounced as much/broken as the attachment on the ball).
also on all the gears, it squishes all tyres closer,
You aren’t offsetting the landing gear Attachments out to match the Ball Attachments. The only reason for a HingeConstraint to move the alignment is when the Attachments aren’t in the same spot.
please make the Attachments and HingeConstraints visible in the squished image like you did in the other image.
The reason I suggested 1 ball for both wheels in each landing gear was so there were less physics involved for Roblox to worry about.
Attaching the ball as the hinge point shouldn’t cause it to break.
What is the ball’s Density set at? All assemblies of Parts attached to a HingeConstraint (meaning the Parts that both Attachments are children of) should be of pretty equal Densities. Having a Part that’s Massless with a HingeConstraint joining it to a Part that has a Density of 2 will cause physics issues.