How to keep Servo Hinge still?

Hello!

I’m trying to make a constraint-based car system, and as you can tell from the title, I’m having some trouble.

You see, when I go forward with the car the servo hinges are pushed back due to the force of the other wheels, here’s an image:

I was wondering if there might be a way to keep the servo hinge still or always at the target?

Other Images (Max Torque is 50K higher than the other hinge’s torque that make the car go forward:

image
image

Thanks for any help :slight_smile:

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I don’t know alot about this, but from what I can read HingeConstraint.TargetAngle might do the trick. I usually use anchor to keep something still, but not sure if that will apply to this. Maybe weld them to an anchored object though?

I’d also recommend checking out HingeConstraint | Roblox Creator Documentation, It probably has alot more information about this then I can give.

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I do use TargetAngle, it works when the car is still just fine, but when the car is in motion it goes back to the same position, I’ll check out the links you sent, thanks :slight_smile:

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So I fixed some of the issue, some of the values were wrong making the car go forward and back at the same time bringing the wheels back. However now the car has the same issue just in the opposite direction (The car can drive normal-ish but the wheels turning inwards prevents it)

If you turn up AngularResponsiveness, the servo will try harder to reach its target angle. ServoMaxTorque is only the maximum amount of torque that is applied, not a multiplier for how much force will try to be applied.

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I find that mechanically connecting both wheels with a RodConstraint or Part helps.
Check these out:
<Tracked vehicle, suspension and racing tests. - Roblox

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Something else that helps is to put the HIngeConstraint’s Attachments (the pivot of the Hinge) at the center of the wheel, so that when it’s travelling the drag doesn’t pull it back.

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That’s a good idea, I’ll probably just end up not using servo cause I’ve been hearing it’s not worth the hassle, but ill try your solution.

Some of the steering in my Tracked Vehicle place uses 1 Motor to drive the steering, and actual Parts/Rods to push the wheels just like real car suspension.
Motors are a little trickier to work with, but they are more stable than HingeConstraints.

Oh, good to know, i might make that switch then