Vehicle seats get oscillation runaway when physics FPS is low

So, I’m testing my monorails and it’s very laggy. I apply power and almost immediately the wheels experience runaway oscillation. I’ve created a script to destroy wheels that are experiencing runaway oscillation, so I throttle down and it allows me to continue. I throttle up again and immediately it starts to have runaway oscillations again. I did the same test online where my FPS was considerably better, and the behavior did not occur at all.

Possible explanations for this behavior: the I term of the VSeat PID is tied to real-time and not physics-time.

Possible fixes: lower the I term in the VSeat PID or change the error collection from real-time to physics-time

I’m curious, what is runaway oscillation? Is that with occurring with surface motors for your wheels?

I’m not sure, but is this the problem I’m having with my wheels here?

when I say “runaway oscillation” I’m talking about how the wheels and stuff will form an angry swarm of bee-wheels and throw the entire thing into the air.

Ohh, haha. Gotcha. I know that feeling. My problem is not that type of oscillation, then.

I don’t mean to derail the thread, but that’s so cool.
Looking at it go makes me think of LEGO Mindstorms. All it’s missing is an orchestra of electric motors.