Wobbly Chassis Tires?

  1. 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

  2. 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)

  1. 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)

Capture

nevermind i found the answer. i just had to meddle with the wheel mass and the hinge constraint torque