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What do you want to achieve? Keep it simple and clear!
I want to be able to make a functional car chassis that has a working steer function as well as the forward and reverse capability -
What is the issue? Include screenshots / videos if possible!
The issue im facing is that the steering is not working as intended. The servo motors on the wheel hinges are a bit wobbly as seen in the video below. They are wiggling like jelly before they return to normal position. In the video below, the wobbly effect is actually reduced. I have had previous attempts which had MUCH more wiggly tires that even made my car fly out of the map.
robloxapp-20211204-2200048.wmv (1.9 MB)
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What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I have tried looking for solutions everywhere (including youtube, but i dont want to just copy from youtube thats why im trying to make a chassis on my own) but i cant find an article anywhere that describes my problem exactly.
Here is my script (regular script) present in the same model as the other parts![Capture|224x248]
local seat = script.Parent.VehicleSeat --vehicle seat
local FR = script.Parent.FRHinge.HingeConstraint --These are all
local BR = script.Parent.BRHinge.HingeConstraint --variables of hinges
local FL = script.Parent.FLHinge.HingeConstraint --that are connected to
local BL = script.Parent.BLHinge.HingeConstraint --the tires
local FRturn = script.Parent.ChassisBase.FRturn --hinges responsible
local FLturn = script.Parent.ChassisBase.FLturn --for turning
local speed = 50 --maximum speed
local turnRad = 40 --maximum turning radius
seat.Changed:Connect(function() --fires when any property of seat has changed
FR.AngularVelocity = speed * seat.Throttle --seat.Throttle Value is always either -1 (if 's' key) or 1 (if 'w' key)(or zero if no input)
BR.AngularVelocity = speed * seat.Throttle
FL.AngularVelocity = speed * seat.Throttle
BL.AngularVelocity = speed * seat.Throttle
FRturn.TargetAngle = turnRad * seat.Steer --seat.Steer Value is always either -1 (if 'a' key) or 1 (if 'd' key) (or zero if no input)
FLturn.TargetAngle = turnRad * seat.Steer
end)