The problem is that its a constant juggling act between Power and Damp. If the damp is too low In proportion to the power, then you get what happens in the second video.
I thought of that. Just feels bad. Also Id have to do a bunch more calculations.
So instead of using BodyGyros, Im deleteing those and testing using the HingeConstaints built-in Servo function. Much more instant but still comes with a touch of jitter. Playing with it now.
OK so I found my solution. Basically I just got rid of the BodyGyros and went with the HingeConstraints Servo Actuator. Then I just calculate degrees and set this. It happens nearly instantly. Comes with a tiny bit of jitty but I figure thats ok.
For anyone who is interested, here is the HingeConstraint details:
local chris = workspace.Characters:WaitForChild("chrisjd31")
game:GetService("RunService").Heartbeat:Connect(function()
local diff = workspace.ArrowTurret2.Joint.Position - chris.HumanoidRootPart.Position;
local degrees = math.deg(math.atan2(diff.X,diff.Z)) ;
if math.abs( math.abs(degrees) - math.abs( workspace.ArrowTurret2.Base.HingeConstraint.CurrentAngle ) ) > 1 then
workspace.ArrowTurret2.Base.HingeConstraint.TargetAngle = degrees + 180
end
end)
Velocity affects acceleration and deceleration irl and in game, but I’m not sure what Massless does to that.
Maybe try making the Models Main Part have some mass to see if that dampens the jitters.
Draco, I do have some additional details on this matter; I’m currently making a traffic system and I do tend to agree with you here. Wrapping it up I have the server move cars per wait() and the client uses physics for the render. I discovered as I was using hinge motors and servos for the wheel rotation that the physical properties can greatly affect the movement in the physics simulation.
TLDR: @chrisjd31 I would recommend for your system to set the physics pieces CustomPhysicalProperties to true, and set them all to 0 with the exception of density at 0.01.
This should make physics look flawless