I’ve been struggling to get my assembly to move properly It’s a vehicle and I essentially am attempting to move the vehicle forward relative to it’s orientation. Although I cant work out what is the proper force to use, they all seem to have wacky quirks that I cant seem to fix. I’m brand new to working in the physics side of roblox, I mainly stick to working with anchored parts & code.
Linear Velocity has very nice & smooth linear movement, however it makes the vehicle ignore gravity.
Body Velocity is probably the closest one I’ve got to do what I want but, It’s deprecated.
I haven’t got Vector force to be able to move the object unless I set it to a high seemingly random number like 1800, which is really hard to fine toon.
There appears to be very little helpful documentation on the wiki, at most a sentence or two it’s really difficult for me to figure out what to do.
What is the suggested method to move an assembly & have it respond to physics interactions?
Linear velocity doesn’t compensate for gravity at all. There’s probably a way I could calculate it myself, but it seems like a big work around to just using bodyVelocity.
What do you mean ignores acceleration? The method I described makes the object unaffected by gravity, to explain simpler, the object will behave like objects in Cosmos, it will float in the air unless force is applied. When force is applied (in any direction), it will move very realistically, like the above mentioned object in space would.
What is the Vehicle you are making? Building a Basic Car explains how to make a simple suspension vehicle that you can tune however you want with changes to HingeConstraints, SpringConstraints, Part masses, Friction, and the Forces applied on those Constraints.
My understanding is that LinearVelocity doesn’t apply a force, but it just sets the velocity of the object to that number. So giving it a velocity of -5 will just have it constantly have a velocity of -5. Meaning when it’s falling it will call at a constant rate. In roblox right when you start falling it’s slower then if you were falling for a while.
I mean they never said the unit they used in the Dev-Hub at all, thanks for letting me know. By the way, I found the solution, LinearVelocity needs to be like this: