How to go about realistically simulating car physics in Roblox?

The title says it. I’ve spent a few weeks now and a good amount of time doing research on how car engines work but the math is very overwhelming to me. Could someone help me out with how to properly calculate acceleration, deceleration, braking, engine rpm etc. and apply all of this to HingeConstraints? The resources on the internet related to these things are so thin that I simply couldn’t get what I needed from them. Believe me, I’ve looked at maaaany sites and articles (including gamedev.stackexchange.com, devforum.roblox.com and more).

I’ve successfully made a constraint-based suspension for this car framework, but have yet to figure out the proper math.

Essential HingeConstraint properties which we can apply information to:

  • Angular velocity (ω)
  • MotorMaxTorque
  • MotorMaxAcceleration

P.S. I don’t want to use hacky workarounds i.e. hard-coding max topspeed per gear. I’m looking for solutions using horsepowers, gear ratios, differential, torque etc.

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I still need some help with this.

Could I get some help regarding this?

As a person with a barely knowlegde about physics and math to make a car, I suggest you to tinker with body movers a lot, playing jailbreak to see how cars work or vehicle sim.

Searching through free models about car chassis, tinker it.

I appreciate the reply, but as I mentioned in the OP, I’m using HingeConstraints.

Here’s a video on YouTube that explains how to make a car.

Part 1 -
https://m.youtube.com/watch?v=qBn0KmiFfQQ

Part 2 -
https://m.youtube.com/watch?v=wNIahAhHNaU

Part 3 -
https://m.youtube.com/watch?v=U1CGjAs6jzo

Part 4 -
https://m.youtube.com/watch?v=Bx_jsJY02NU

Please, everyone, read the OP. I mentioned that “I’ve successfully made a constraint-based suspension for this car framework”, and it’s far more complicated than the series you linked.

I am not asking for help with the suspension or getting it to move, but rather the actual simulation of a car engine which involves a lot of physics and math which includes realistically calculating engine revolutions per minute, horsepowers, acceleration etc. to in the end output a singular value in the form of angular velocity (ω) which will then be applied to the HingeConstraints in my chassis.

This whole thread is to be honest quite “nerdy” and involves a ton of formulas and equations to make a proper solution.

Yet again, some help with this would be greatly appreciated.

I don’t believe enough people know how to do what you are asking so I doubt you will get the response you need. I know you already mentioned that you tried to find help online, but I recommend you continue searching. In my experience, if there’s something I need help with and no one is willing to help me (in this situation, they don’t really know how) I end learning how to do it all myself.

Also, people probably would get irritated with the number of bumps you put on this post, but it doesn’t bother me. Nice hat.

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True, that. However, I do know that certain people on here have a reasonable amount of experience making chassis who has asked questions like mine before but never provided an answer to their own question when figuring it out.

So I’m giving this a try to hopefully save me from wasting unnecessary amount of extra weeks trying to figure all this out on my own.

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Oh hoh, this would be great to get some help with.

Do someone have any ideas? I’m still trying to figure this out.

No help needed. After a lot of frustration, research, trial and error. I’ve made a system which “works” for now. Not that I was going to get any help from here anyways…

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Hello, just dropping this in :^)

Give it a look, should be a little helpful here.

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