If your wheels are on an axle, have you tried measuring the RotVelocity of the axle? Velocities can be weird and relative sometimes.
Thank you all for your help! I came up with this formula:
wheel.RotVelocity:Dot(-axle.CFrame.rightVector)
and it seems to be working!
That’s odd, that’s what I was doing with the wheel.CFrame:VectorToWorldSpace(Vector3.new(0, 0, -1))
thing, although if your axle is a Part then it’ll be different. Glad you figured it out!
Make sure to subtract the RotVelocity
of the body by the way.
Yep! Just ran into a new problem . When a character is in the VehicleSeat, the values returned are incorrect. Might be why it took be so long to troubleshoot this issue.
I would say that has to do with network ownership, but velocity is replicated as far as I know.
Nope, I had already tried with Network Ownership on the client and the server.
I just told you that it would’ve been my first guess but it’s not the problem.
Yeah. BTW any idea what unit is HingeConstraint.MotorMaxTorque
measured in?
Torque. It’s measured in torque. I’m afraid I can’t tell you exactly what that means, but ROBLOX has its own unit for torque. I think it’s on the wiki somewhere.
Edit: CylindricalConstraint | Documentation - Roblox Creator Hub
The units are mass * studs^2 / second^2.
Mhm. Alright. Was just asking because I’m more used to pound-feet lol. Thanks!