Problems with spring direction of Raycast Suspension

I have spent a couple days experimenting with Raycast Suspensions but I can’t seem to find the right spring direction. Here is what I mean:

  • Using ray.Normal as spring direction (springforce’s horizontal component pushes on chassis extremely even on small bumps as the angle is very high at the start)

  • Using chassis.cframe.upvector (springforce pushes chassis over bumps and increases speed instead of the bumps slowing the chassis down)

  • Using vector3.new(0,1,0) (gravity is non-existent)

If anyone can suggest any ideas to solve this problem, i’d really appreciate it.

This is always a great reference for ideas: https://www.youtube.com/watch?v=SKXqWcaoTGE

Shapecast is now a thing in Roblox, perhaps it has some use here, although you will have to process the outputs to avoid it switching between possible collision points. I’ve not used shapecast in Roblox, but if it doesn’t do what you need, you could fake it with a bunch of rays…

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