I’m trying to make a climbing system by adding force to the player when they jump off a part, the force is calculated using right and upvector respectively for which key theyre pressing. The problem is that some times the player is launched a lot, some times the desired amount, and some times very little. The line velocity and max force is the same each time. I had this working with body velocities but I can’t seem to port over to linear velocity. Heres a video example
You could try setting the assembly linear velocity to 0 first to remove the initial conditions or cap it.
Otherwise I would guess its to do with the responsiveness value of linear velocity which seems different than body vel, try lowering it otherwise it will overshoot. From the graph I obtained try setting it to 20 any further will overshoot the goal more.
Capping/setting0 on the assembly linear velocity didnt seem to work, and I’m not sure what you mean about responsiveness, I thought that’s only an align position/rotation property?
Oh dang misread the problem.
Then its probably a max force problem or some other magical force being added like humanoid jumping perhaps? There was a classic roblox wall jump glitch with shiftlock used in obbies.
It could also be based on framerate depending on how long the linear velocity is applied, if you use task.delay there could be a frame delay and such.
It is initiated by space, so that could be it, but wouldn’t it still be consistent even if the force is upscaled from the jump?