Hello, I am testing some train system. I am trying diffrent speeds and with higher speeds I am noticing that the physics is kinda “behind” or how to call it
as you can see on the video, I have some chassis which is scripted so it will follow the rail, that works well but it’s somehow faster than the train
the train is connected with buggy through HingeConstraint
is there any way to fix this?
I am using HIngeConstraint so I can rotate the wheels and the train can move as in real life
You’re observing the side effects of non-rigid physics constraints. Because the wheels and chassis are considered separate physics assemblies, they use the physics simulation step to achieve their constraints. Writing to the CFrame of the chassis desynchronizes this.
If you’re using CFraming to fake the movement of the train, you might as well fake the turning of the wheels too.
mmmm is there any pros and cons between that?
like what would give me using only CFrame and only using roblox physics?
also thanks a lot for this advice
It depends on whether you want rigid stability or if you’re trying to do an actual physics simulation. You can’t do both at the same time unfortunately.