Hello!. after a few days of reworking and tweaking i can finally introduce my simple track system for
public use!.
my first time releasing something to the public so feel free to tell me some feedback and advices so that i can improve in the future
What this system does is generated a dynamic tank track using code instead of letting the physics
engine handle it. making it more less glitchy and performant that traditional constraint tracks. it also includes a basic LOD system so it will not render tracks that are too far away.
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and add this code to the wheelspeed function inside the track module script (if you deleted the commented out code)
for i, v: BasePart in ipairs(wheels) do
local actualwheelpart: BasePart = v:GetJoints()[1].Part0.Parent.Wheel --or the actual wheel part thats spinning
if actualwheelpart.Parent.Name == "DriveWheel" then
local dot2 = vector.dot(actualwheelpart.AssemblyLinearVelocity, v.CFrame.LookVector)
spd = (actualwheelpart.AssemblyAngularVelocity.Magnitude * (actualwheelpart.Size.Z/2)) * math.clamp(dot2, -1, 1)
end
end
Hey! i was interesed in this but i am too lazy to set it up properly myself, i saw the game on your profile called “amazing tank system” could i perhaps use it in my own game and u could tell me how? we can talk on discord if you have one!