How do I make some kinda amortization?

Hello! Well, I work now on the scooter. And I do fueture to jump (to do some tricks) by impulse.


PlayerData.Scooter.PrimaryPart:ApplyImpulse(Vector3.new(0, Settings.Physics.JumpHeight * 1000, 0))

But this impulse do TOO much shake, and scooter could make a flip. But iā€™d like to make it jump more straight. I glad to hear any help! :slight_smile:

It seems like the center of mass is more in the front, hence why your scooter tends to lean to the front when jumping. I would somehow try to make the center of mass more centered.
This issue could also be because of the character on the scooter.

I found solution by using BodyThrust.

here is code I modified:

			ScooterParts.BodyThrust.force = Vector3.new(0, 1200, 0)

			lastJumpTime = currentTime

			task.delay(0.1, function()
				if ScooterParts.BodyThrust then
					ScooterParts.BodyThrust.force = Vector3.new(0, 0, 0)
				end
			end)

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In that case, make sure to mark the solution, so others encountering the same problem may have it solved.

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