I’m currently working on a project that is a game inspired by the Slot Car toys, like Scalextric and Carrera. I’m able to get the car to stay fixed on the track while also sliding around the curves, but the physics aren’t too accurate for what I’m trying to recreate.
What’s supposed to happen is that when the car derails after going round a bend too fast, it’s meant to tumble off the track, like a real Scalextric car, example seen below:
but that doesn’t happen on my version and instead it leaves the track in a boring manner.
As for how the car is constructed, let me give a little rundown:
The car is built of a rectangular body, with axels that has wheels connected to them.
Under the car’s body, it has a cylindrical swivel part, which has a black brush that connects the car to the track’s slot, when the car goes around a bend, the swivvel will cause the car to slide and recoil back.
It also has two gliders (the spheres) attached to the brush so that it can stay on the track and not jerk or jump while driving. (inspired by Roblox Trains)
I also have a Down VectorForce on the car that toggles every 1 second, so the car is pinned on the track.
And similar to real Scalextric Slot Cars, there is a weight at the back which is meant for the car tumbling when it drives around a bend too fast. The back weight of the car is how the car crashes.
I don’t think the weight is actually doing anything to achieve the effect I want, I tried to mess with the car’s CustomPhysicsalProperties, and edit the positions of the gliders so I could get a more accurate result, but they seem to not really do very much.
Also I tried googling the problem and searching for on the Developer Forums, but whenever I search up “Roblox Slot Cars” I get results for something completely different.