I like the chassis more than the buggy, but I feel like me, and many other users will be lost in the math of it all to make it stable at higher speeds. Also, something of note about scaling.
So, many people actually do scale their tracks to be roughly 1 foot = 1 stud, but technically 1 stud should be about 14 inches based on the character height versus average human height. On top of that, the cars we drive are not 1 foot = 1 stud. (I know, it’s stupid, and I hate my community for not using the same scale for tracks as cars.)
Cars are typically 10 studs wide, and can range from 20 - 30 studs long. Dependent on the maker of the car and what kind of car, and stuff like that. So I run a hybrid scaling for tracks, where the length of the track is 25 studs per 15 feet, and the width is 10 studs per 7 feet (based on real life sizing of NASCARs).
Because of this scaling I use, 200 mph is 488 sps. So uhhhh, yea and stuff. I don’t think a lot of the cut and paste cars are going to perform well at that speed. Most of the community hovers from 325 sps to 375 sps for competitive racing.
At high speeds like that aerodynamic forces come into affect in a big way. Downforce is critical for stability at those speeds, as I’m sure you’re aware as a racing guy.
I can’t remember for sure, but I believe the buggy does something there. but I know mine doesn’t handle this at all right now.
You can emulate these forces with VectorForces on the body of the car and scaling them relative to the square of velocity every Stepped. You could start one pointing down on the roof of the car and go from there.
Yea, I know Roblox has no in-house system for Aero, and it didn’t appear your’s does either. The thing is, this is exactly why I don’t like PGS. All it is doing is over-complicating the simple feeble-mindedness that is Ro-Racing. We can’t run Tank Chassis on PGS On because it’s god awful, and to run a full fledged chassis in the same style we do now means implementing all these new things. Uggg.
I’m always happy when Roblox wants to do more things with vehicles, that’s exciting. I’m not so happy when they destroy all the vehicles of the past in the process.
If you’re talking about the truck, it’s really big, and it’s got some oversteer problems, which make it hard to save.
If you’re talking about the car, it’s a bit jitter, but it turns p alright.
If you’re talking about the 8 bajillion @Beeism’s then yea, that’s working right
FYI we are preparing to release the change that switches control over to the TemporaryLegacyPhysicsSolverOverride property. If you do not have this set your games will automatically switch to PGS today.
I was playing with your car, and discovered that when upscaling the chassis some, and having the gravity set to Roblox’s standard 196.2, the car doesn’t lose control as bad. One issue I’m encountering though is the way the wheels shake really violently when turning, specific the right front when making a left turn.
If you increase the gravity without re-tuning the suspension that would from the springs being too soft to support the weight of the car under that gravity. The car will bounce along as if it had no springs at all.
You might want to try increasing the free length of the springs. If that doesn’t do it for you try removing the part of the code that sets spring stiffness and damping and playing with those yourself.
It likely checks if not game.Workspace.PGSPhysicsSolverEnabled then and if the property was removed, it would return nil as there’s likely no child in Workspace named that.
Interesting issue I’ve come across with the new update… One of my games had the Override turned on, prior to the update, and now after a bunch of people came running to me, telling me the cars were all messed up and felt bad. Took a check, and noticed the Override was turned off. One of my other games didn’t get the Override turned off. Definitely check your games.
There is a known issue where places that were last updated beforeTemporaryLegacyPhysicsSolverOverride was added are not being automatically converted to PGS. This should be fixed in the next release.