My vehicle seat is broken

Maybe test the game and see it for yourself and it has a chance to happen

What do you mean with no connection?

you have a problem your car surely does not connect somewhere

What do you mean with does not connect somewhere your just confusing me.

your chair surely doesn’t connect the script and the car

What do you mean and how does it not connect?

it’s too complicated to explain

– local car = script.Parent
local stats = car.Configurations
local Raycast = require(script.RaycastModule)

local mass = 0

for i, v in pairs(car:GetChildren()) do
if v:IsA(“BasePart”) then
mass = mass + (v:GetMass() * 196.2)
end
end

local bodyPosition = car.Chassis.BodyPosition
local bodyGyro = car.Chassis.BodyGyro

–local bodyPosition = Instance.new(“BodyPosition”, car.Chassis)
–bodyPosition.MaxForce = Vector3.new()
–local bodyGyro = Instance.new(“BodyGyro”, car.Chassis)
–bodyGyro.MaxTorque = Vector3.new()

local function UpdateThruster(thruster)
– Raycasting
local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car)
local thrusterHeight = (position - thruster.Position).magnitude

-- Wheel
local wheelWeld = thruster:FindFirstChild("WheelWeld")
wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
-- Wheel turning
local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
if offset.Z < 0 then
	local direction = 1
	if speed.Z > 0 then
		direction = -1
	end
	wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
end

-- Particles
if hit and thruster.Velocity.magnitude >= 5 then
	wheelWeld.Part1.ParticleEmitter.Enabled = true
else
	wheelWeld.Part1.ParticleEmitter.Enabled = false
end

end

car.DriveSeat.Changed:connect(function(property)
if property == “Occupant” then
if car.DriveSeat.Occupant then
car.EngineBlock.Running.Pitch = 1
car.EngineBlock.Running:Play()
local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent)
if player then
car.DriveSeat:SetNetworkOwner(player)
local localCarScript = script.LocalCarScript:Clone()
localCarScript.Parent = player.PlayerGui
localCarScript.Car.Value = car
localCarScript.Disabled = false
end
else
car.EngineBlock.Running:Stop()
end
end
end)

–spawn(function()
while true do
game:GetService(“RunService”).Stepped:wait()
for i, part in pairs(car:GetChildren()) do
if part.Name == “Thruster” then
UpdateThruster(part)
end
end
if car.DriveSeat.Occupant then
local ratio = car.DriveSeat.Velocity.magnitude / stats.Speed.Value
car.EngineBlock.Running.Pitch = 1 + ratio / 4
bodyPosition.MaxForce = Vector3.new()
bodyGyro.MaxTorque = Vector3.new()
else
local hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)
if hit and hit.CanCollide then
bodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5)
bodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p
bodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge)
bodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0)
else
bodyPosition.MaxForce = Vector3.new()
bodyGyro.MaxTorque = Vector3.new()
end
end
end
–end)

Your message formatting is confusing

And i’m already using that script like i told you more then an hour ago

you really need the configuration otherwise it won’t work


local car = script.Parent
local stats = car.Configurations
local Raycast = require(script.RaycastModule)

local mass = 0

for i, v in pairs(car:GetChildren()) do
	if v:IsA("BasePart") then
		mass = mass + (v:GetMass() * 196.2)
	end
end

local bodyPosition = car.Chassis.BodyPosition
local bodyGyro = car.Chassis.BodyGyro

--local bodyPosition = Instance.new("BodyPosition", car.Chassis)
--bodyPosition.MaxForce = Vector3.new()
--local bodyGyro = Instance.new("BodyGyro", car.Chassis)
--bodyGyro.MaxTorque = Vector3.new()

local function UpdateThruster(thruster)
	-- Raycasting
	local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car)
	local thrusterHeight = (position - thruster.Position).magnitude

	-- Wheel
	local wheelWeld = thruster:FindFirstChild("WheelWeld")
	wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
	-- Wheel turning
	local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
	local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
	if offset.Z < 0 then
		local direction = 1
		if speed.Z > 0 then
			direction = -1
		end
		wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
	end

	-- Particles
	if hit and thruster.Velocity.magnitude >= 5 then
		wheelWeld.Part1.ParticleEmitter.Enabled = true
	else
		wheelWeld.Part1.ParticleEmitter.Enabled = false
	end
end

car.DriveSeat.Changed:connect(function(property)
	if property == "Occupant" then
		if car.DriveSeat.Occupant then
			car.EngineBlock.Running.Pitch = 1
			car.EngineBlock.Running:Play()
			local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent)
			if player then
				car.DriveSeat:SetNetworkOwner(player)
				local localCarScript = script.LocalCarScript:Clone()
				localCarScript.Parent = player.PlayerGui
				localCarScript.Car.Value = car
				localCarScript.Disabled = false
			end
		else
			car.EngineBlock.Running:Stop()
		end
	end
end)

--spawn(function()
	while true do
		game:GetService("RunService").Stepped:wait()
		for i, part in pairs(car:GetChildren()) do
			if part.Name == "Thruster" then
				UpdateThruster(part)
			end
		end
		if car.DriveSeat.Occupant then
			local ratio = car.DriveSeat.Velocity.magnitude / stats.Speed.Value
			car.EngineBlock.Running.Pitch = 1 + ratio / 4
			bodyPosition.MaxForce = Vector3.new()
			bodyGyro.MaxTorque = Vector3.new()
		else
			local hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)
			if hit and hit.CanCollide then
				bodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5)
				bodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p
				bodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge)
				bodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0)
			else
				bodyPosition.MaxForce = Vector3.new()
				bodyGyro.MaxTorque = Vector3.new()
			end
		end
	end
--end)

Same result with my own one and what do i need to configure

Also it works half of the times so i think it’s not any script issue

tap the plus next to your car and search for builds on roblox studio

The car itself works just some gui doesn’t show up and then the car doesn’t work, just understand that since any code doesn’t help i found out

I know I’m not stupid but it’s too complicated to explain to you take a model and make the difference have a nice day

Also there were no errors and can you tell me if this might be an engine bug?

Since if it is an engine bug i can close this and maybe try to get it fixed and maybe tell the community that it is an engine bug.

So i found a solution so instead of spawning the car in and putting the player on it instantly you just do wait(1) and then it for some reason fixes it so i feel like it’s an engine bug but you can fix it for now using that.