You can find all the sounds in car model
This place is now uncopylocked so other creators can have fun with this feature too
When creating a small vehicle such as a dirt bike or ATV it seems to have some issues when a player enters the vehicle. The vehicle will jolt briefly and sometimes break itself and or get stuck in terrain. I believe I’ve rooted the cause to be a weight issue. The players weight seems to jolt the vehicle. Is there a fix/solution to this. I could try adding more weight on but I don’t want my small vehicles weighing 15 tonnes or something like that.
In the Engine folder, change the MaxSpeedTorque and MinSpeedTorque to these settings. The problem should be fixed.
If this changes anything about the car’s regular steering you can continue to modify these settings to find the best settings to fit your vehicle.
Higher numbers = more auto turning when going at high speeds
Is there a way you could open source this or give an idea on how to do this? I’m trying to add motorcycles to my game and it uses this chassis.
I personally started to use the template, since it is less taxing on servers and is also easier to modify in values unlike a-chassis, but i’ve been encountering errors the moment I want to change the size of the chassis of the template cart (especially when i try to move the wheels inwards to fit for a custom mesh), the front wheels start to move inside or outside, and making the car way harder to control. Is there any better documentation on how to edit the cart template, or make a similar working one for custom car models?
This car system is complex to use and figure out, especially without a proper understanding of its constraints. Why do these templates have no documentation?
The car drives well, has good audio, and generally feels great, but it suffers from massive networking overhead. A single, unmodified buggy on an otherwise empty baseplate can cause upload/download rates to spike to over 30KB/s, with an average of around 10.5KB/s [See Attachment].
I’m curious if the team will consider taking a second look at this system.
I truly appreciate and understand the hard work, time, effort, and thought that went into this project. It’s clear that a lot of care was put into making the cars feel great to drive. However, it’s a shame that they aren’t even usable in practice, as just a few players driving them quickly consumes all available networking bandwidth, leaving no room for anything else.
Hi Br_cks,
Thanks for reaching out about this. We’re actively looking into it. Out of curiosity, what bandwidth limit numbers are you using to make these capacity estimates? Are there other high fidelity vehicles that consume a lot less bandwidth? Or did it used to be less and we regressed? Just trying to understand all the context.
And also, is this second vehicle a toolbox model or did you make it yourself? I didn’t think the Racing Template came with this, but I may be wrong.
Best,
M0bsterLobster
Thanks for looking into this!
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What bandwidth limit numbers are you using to make these capacity estimates?
The bandwidth limit numbers I’m aware of is a 50KB/s soft limit. But really, my posts result from my feeling with the system. A few players driving around will cause noticeable lag, which to me is ‘overloading’ the server.
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Are there other high fidelity vehicles that consume a lot less bandwidth?
A lot of the bigger car based roblox games are comparable in driving fidelity and can maintain server sizes of 10-25. I’m not aware of any high fidelity, network efficient vehicle systems that are constraint based though. -
Or did it used to be less and we regressed?
The previous car system by the Roblox team is better networking wise, albeit slightly less feature rich and lower fidelity. Also, with the previous system I don’t see the massive spikes in incoming/outgoing data that I saw with testing these.
(Previous cars can be found in City People Cars - Roblox) -
And also, is this second vehicle a toolbox model or did you make it yourself?
The second video is of a customized version of the vehicle template. I just changed the model, nitrous effect, and tune settings. I wanted to showcase the really high networking data and that I have spent a good amount of time experimenting with this car system.
Looking forward to any insights your team can share!
possible to get this codeeeee? <3
I loved the template, that me and my friends made wacky and goofy races filled with traps and land mines up to Kevin Hart and zombies on the track. NGL this is a great starter to understanding the basics of a racing game.