Hey, how do you change the strength/speed at which the car turns? I tried changing all of the steering attributes but nothing seems to really change. Im trying to make the car turn fast even at high speeds. Any advice?
Hey Bing! Thanks for the compliment! It’s been a while since I messed with this, but I don’t remember it being too hard to change out the car body. I think I just had to weld the custom parts to the chassis. Same with the custom tires, just weld them to the invisible spheres that act as wheels. You’ll also want to turn off CanCollide for the tires, and any parts of the body that don’t need to be collided with.
It gets a little more complicated when you want to change the position of the wheels. All of the constraints are made to be just the right length and in the right position for the original car, so the tiniest change of position can make them go crazy. I would suggest using the tips that @MintyUltra gave above if you need to do this.
It’s physically based so you need to change the length of the steering rod, and maybe some of the servos
Thank you Blocky for the response!
I’m very new to the Roblox Studio scene and I appreciate your assistance.
However, I’ve done exactly what @MintyUltra has stated; and yet my car is still unable to move forward/backwards
(just kinda slides left and right when I press A/D). All I did was move the wheels, alongside any attachments for the wheels, to the centre of where my Car’s Fender’s are. Do you know any fix?
Also, I was wondering if you could move the wheels inwards as they poke out of the car body.
if you would like a copy of the Car’s state then I can send a .rbxm file of it.
How were you able to make a bike? Do you mind uploading or messaging me a model so I can mess around with it myself? I’m having alot of trouble
Just take a mesh and weld it to the vehicleseat. Make sure the car you are adding has a low mass (ie most meshes are massless), also unanchored and can collide is off.
Is there a simple way to make the steering wheel actually turn when in first person view in the car? Currently just the camera pans slightly L or R
Cheers!
Do you know how you can move the tires inwards → currently, they’re sticking out the fenders…
you can easily move them with the move tool in studio, but leave the size the same. You can scale your vehicle mesh larger to make the wheels not stick out.
you should add a vehicle seat script to make your player invisible while driving.
I have been using this for a large-scale racing game, and I wanted to know if the fact that the clients of players who aren’t driving are running all of the physics calculations instead of the driver’s client would cause lag when there are 5-10 vehicles close to each other. Would it run better if only the driver’s client handled the physics? Or are the scripts I added and the changes I made to the cars in my game likely to be the source of the lag when several cars are close to each other?
[From what I am seeing in the scripts is that no matter if you are driving any of the cars around you, your client is running constant client scripts to update certain things about that vehicle with physics/calculations, rather than the driver’s client updating them and those updates being replicated to the server and other clients.]
Only the driver is running the main physics calculations, you can see this starting on line 108 of Car.Scripts.Client.ClientController
The main controller code is enabled when the local player sits in the seat and disabled otherwise.
The network owner of the car is also set to the current occupant, as seen starting on line 25 of Car.Scripts.Server.Occupant
I get this issue where my car slightly turns either to the left or right when driving forward, despite me not turning left nor right. Would appreciate it a lot if someone could help!
Here is a video of it turning slightly to the right:
BingChilling I would start by checking the mass of your car, if too many meshes are massless, they will seem very lightweight in studio / game.
Is there a tutorial on how to replace the dune buggy body with different car models and wheels? tried multiple times didn’t work also where can I edit the speed, and nitro duration to make it longer lasting?
yea, search on YouTube: “Make a working Car in 5 Minutes! [Roblox Studio] - Tutorial”. It covers how to add a custom body to your buggy.
For adjusting the wheel position, MintyUltra’s guide on the forum is super helpful. Look for line 64, where you’ll learn how to move the wheels and their attachments.
If you want to add custom wheels then just delete the contents of the Tire Model group and swap in your new tires. Make sure to resize and reposition them to fit the wheel circle, or they’ll move weirdly when you drive. Don’t forget to add a WeldConstraint to your custom tire model, with Part0 being the Wheel model group and Part1 being your tire model name.
Finally, to tweak your car’s speed, head to the Engine Folder properties. You’ll find the car’s attributes there, where you can adjust forwardMaxSpeed, reverseMaxSpeed, acceleration, and even the duration of nitro (that’s nitroTime).
Hope this helps
Thats an issue with the Roblox Chassis, at higher speeds or very little unbalance it will start turning, its something A-chassis for example also has but its way more mitigated, However A-chassis is way heavier in processing because of its realistic and complicated math. Considering that i felt like we dont have other options of car systems in roblox for use cases where realism is not the main key of the projects but while keeping some realism i decided to create my Chassis as could be seen on some of my older posts above, and would say that i achieved it created a easy to setup chassis that is kind of realistic while it maintains a very very low processing, i am polishing some details on it and once its ready i plan on making a post about the system
Definitely… especially trying to find a particular chassis that can fit your game’s style can just create challenges on it’s own… at least for me.
That’s awesome that you’ve been working on creating a custom chassis!
Very curious to see how it turns out. Is your chassis going for an arcade approach similar to GTA 5’s driving physics? Or will it be a blend between the Roblox Chassis and the A-chassis?
i think its gonna be the blend option, but i am making it in a way to be very easy to config and customize, i wanna make sure it can fit any kind of game
Is it possible to change the default sound effects for the car, such as the engine revving and the start-up? If so, how could I do this?