The ball’ doesn’t have any custom physical properties,
the tyres do, and they are:
this is set on all the tyres excluding the balls.
The ball’ doesn’t have any custom physical properties,
the tyres do, and they are:
this is set on all the tyres excluding the balls.
And you have the Massless box checked so they are massless…
I presume I keep Massless off?
Yes. Massless means all the Density property settings are ignored.
Ah okay, still bounces, should I place the density upto around 1.5?
Try 2, but make sure all the items welded to the wheel are Density 2, as well as the landing gear leg that the Attachments are children of.
Density 2 puts the aircraft straight to it’s side .
density 1.2 and above causes that ^
That’s very odd.
Are you sure the other Parts of the aircraft aren’t Massless?
they aren’t massless, should I put the density on all the other parts that aren’t the tyres?
‘Believe’ and ‘sure’ are 2 different things. Please check.
I’m unsure, if you haven’t seen, I editted the post above about that they aren’t massless by the way.
Do you have a flying script in the aircraft which might be flipping it when the wheel Density is changed?
If not then try this.
Put 1 single sphere at the center of each landing gear assy. with the Density set at 1, Massless false and CanCollide true.
Put the Attachment0 for the HingeConstraint at 0,0,0 in the sphere.
Put the Attachment1 for the HingeConstraint at the end of the landing gear leg at the same WorldPosition and Orientation as the Attachment0.
Make sure the HingeConstraint is connected to both Attachment0 and Attachment1.
Weld all the rotating wheel MeshParts, Parts, Unions etc. to the sphere and make them Massless true, CanCollide false.
You may have to make the landing gear leg CanCollide false so the wheel doesn’t interact with it. It can be made CanCollide true if you know how to use Collision Groups to make them not interfere with each other.
I can’t see why this would be giving you issues. If the landing gear legs are not part of the aircraft MeshPart then you could try copying them to a blank baseplate and welding them (or use HingeConstraints if the gear retracts) to a single Part that simulates the aircraft.
You can then see if there are any physical issues on the blank baseplate. If there are then it is the gear & wheels, if not then it’s something to do with the aircraft itself.
There isn’t any script that changes the density, I’ve also just tested it isn’t the gear. It is the aircraft itself. Maybe I would need to reduce something on the whole aircraft to make it easier for the gear to handle maybe?
Set the aircraft to massless, thats a quick test.
This is the properties, should i put the density lower( like .3 or .4 because it’ll still replicate above)
The density is a factor so it is relative… setting a density of a part to 0.5 that weighs 500 versus a part that weighs 50 is very different. The parts wont equal the same weight if both of them are set to 0.5 density.
I believe the default density is set to 0.7 so if you raise it above this value to 1 for example it will increase the overall weight… if set below then it will make it lighter than it is.
That said, you generally want your aircraft light enough that the gears and wheels can take the weight but not flip over from being too light.
I have done a test of different density,
.5 Tips aircraft over
.6 Holds the aircraft down and bounces.
.7 Still bounces
And how about the wheels? Keep craft at 0.7 which is default, and raise the density of the wheels…all the same density value, try 1.5