I have a part with 4 attachments on each of its’ corners, and inside every attachment there is a VectorForce.
My goal is to make the part follow a set of nodes accurately regardless of how fast it is moving.
How would I go about this? I tried using directional forces towards the nodes ((node.Position - part.Position).Unit)
but they create backwards force once each node is passed and the part does not turn when the node path is curved. I want the part to behave almost like it’s “on a rail”.
oh but you said your goal is to make the part follow a set of nodes accurately, so how would the player control it if it is forced to follow the nodes?
I only used one vector force and is it alright if I mess with the part’s velocity?
Also this thing cannot go up and down, but I can try if you want it to go up and down (Y axis)
And also sorry for the late reply, I went to sleep
then counteracting the part movement using vectorforces will be pretty hard but possible since you have to be turning direction to follow nodes by using acceleration and deceleration, and will most likely be difficult to stay perfectly on track
You can slow down the part depending on how fast it’s going in order to make the part more accurately follow the curve, here’s the code for the force (higher strength value makes the part accelerate faster, and higher damping value makes the part decelerate faster):