In my case, I need a need torque to be applied to a part in the opposite direction in which it is spinning that is also proportional to how fast it is spinning. The faster it is spinning the more torque that it applies, so the object will eventually stop spinning.
Currently I am using AssemblyAngularVelocity to find how fast the part is spinning, multiplying that by a modifier and by -1 so it will be in the opposite direction. The method I am using to apply torque is the Torque instance.
I can’t seem to get the object to stay stable without spinning off crazily. I tried all sorts of different modifiers, but the outcome is the same, so I think that it is a problem with the direction the force is being applied. Anyone have any ideas?
Not sure this is what you want but you could possible add an AngularVelocity object to the part which by default has angular velocities of 0. Then depending on how fast the part is spinning you could set the max torque higher or lower which would slow the object down and eventually stop it.