Weld/weld constraint started to act weird recently, need help to fix it

finally a proper response! I dont think that could be the case since I dont change the rotation. think it like a dio knife throw. as I have stated previously, I also tried it on BodyVelocity so there’s that aswell.

Are you setting the velocity every frame for each knife?
And do the knives have collisions enabled?

the knives are cancollide false, I set each knife’s velocity only once


I tried replicating it but it seems fairly accurate to me. The knives are moving toward my mouse location in the world.

My code is as follows:

local rootPart = character.HumanoidRootPart
local clone = Knife:Clone()
clone.Parent = Folder
clone.PrimaryPart.Anchored = false
clone.PrimaryPart.CFrame = CFrame.new(rootPart.CFrame.Position + rootPart.CFrame.LookVector * 2, mouse.Hit.Position)
clone.PrimaryPart.LinearVelocity.VectorVelocity = clone.PrimaryPart.CFrame.LookVector * 100
print("Fired")

image
The knife is composed of 2 parts. One is the primary part while the other is welded to the primary part. Both parts are massless and have collisions off.

The linearvelocity has a max force of 1000 and I set the velocity once. It acts relative to the world.
My workspace gravity is set to 300.

If possible, can you send some parts of your code so that we can check for potential issues?

a new day everyone! I found why it is acting like that but I’ve got no ideas for it…

knife.Part.Anchored=false
local weld = Instance.new("Weld",knife)
weld.C0=success[1].CFrame:ToObjectSpace(knife.Part.CFrame)
weld.Part0=success[1]
weld.Part1=knife.Part
knife.handle.Trail.Enabled=false

as you can see from here that I weld the parts to the hit part here, that being success[1]. and I have realized that this was the faulty part by trying to remove it to see how the results been. this was previously a weld constraint and I thought it would fix if I used normal weld but it hasnt so I am in need of help. @Gamerpro1230967

(p.s. yes I also tried the :inverse() method)

(also knew the reason because I switched from bodyvelocity to raycast loop)

if needed, I will send the full code for the firing stuff.

WeldConstraints should work fine. A normal Weld has features that should not be needed for creating a knife made of parts.

Now you described that you were having issues when you were using the weld constraint but a simple weld constraint should not be causing the inaccuracy issue (as shown by

where I made my knife model using a weld constraint)

Could you send the rest of your firing code? I believe the inaccuracy issue can be found somewhere else.

And can you describe what the inaccuracies look like? It would help to understand the behaviour of the knives.