Title is self explanatory. When I use an AngularVelocity constraint to rotate my chassis, the X axis works fine, but the problem is that the other axes are affected as well, which is what i don’t want while driving. i’ve also tried to rotate them using a BodyAngularVelocity instance with no success.
Video:
AngularVelocity properties:
the lines that change the angularvelocity:
....
if property == "Steer" then
car_seat.Parent.Base.Steerer.AngularVelocity = Vector3.new(turn_speed*car_seat.Steer,0,0)
....
It appears there is no way to change only 1 axis of the angular velocity without affecting the other ones. Best solution right now is to calculate an equation in which the other axis are not affected.
This works by setting the BodyAngularVelocity.MaxTorque on the unwanted axes to zero, but there are a lot of caveats, for example you can’t limit the angular velocity to rotate around a non axis-aligned axis.