So, me and a friend has been making a Multicrew Tank System in Roblox… but there’s one, critical problem…
When there’s someone in the driver seat, and there’s one other person trying to get in, the tank just begins to, FREAK OUT and becomes an American Space Program (launched into the space)…
Little information, the suspension uses Roblox Physics Constrains (CylindricalConstraint, SpringConstraints, Etc)
This also only seems to Happen when i add in a VectorForce inside the Engine, why would i add it? Well, for a Real World accurate Gravity Force Ofcourse! (Low Gravity Force) If there’s an Alternative to making specific Parts have a Lower Gravity, then PLEASE… tell me!
Not sure if Horribly Written scripts is the Main Culprit here, BUT you can ask me which part of the script you’d like to inspect and I’ll give it^^
You can alter the Density of Parts with CustomPhysicalProperties. Lower Density of course means lighter Parts.
You can also make most of your tank parts Massless (another Part Property). For most of my vehicles I tend to make all the ‘decorative’ Parts or Meshparts Massless, and make 1 large Part the one with some Density that I can alter to tune the vehicle handling.
With constraints you have to be careful to make any of the Parts being joined have fairly equal Density so the constraints don’t freak out.
You need to be careful with vehicles and multiple NetworkOwnership cases. If a player touches a part of the tank or jumps into a passenger seat they take NetworkOwnership of the assembly. If a player then jumps in the driver’s seat they don’t have ownership and it’ll be glitchy.
Did what you suggested, and unfortunately it still flings whether or not the density is high or low… and it only seems to happen when there’s one person on the driver seat and one other person, not sitting but inside of the tank… which somehow causes it to fling… this might be because i used collisiongroup, although not sure.
What is the total mass of the tank model?
If your Density is too light a player’s physics will definitely cause issues.
Try a Density 10x what yours is now to see what happens then.
I did what you said and made only one big part the mass, I set the density to 2, it still flings and I set it to 10, it still flings… this also only happens when i include the vectorforce i use to make the tank have earth/low gravity, i would remove it if there’s no other way but it’ll look very unappealing… and if you know any alternatives, tell me…!^^
What do you mean by “when i include the vectorforce i use to make the tank have earth/low gravity”?
Do you put a VectorForce in it pointing upward to make it seem lighter?
Yeah, i used vectorforce to make it fall slower than the gravity, or simulating the Earth’s Gravity. But, somehow it also affected the mass of the tank i assume? Which made it very vulnerable to flinging
Try the vehicle places I posted to see what you think of them.
Gravity affects the downward acceleration of all things the same. If you have 1 item falling slower than another it wouldn’t be as realistic.