Yue Posted November 16, 2019 Posted November 16, 2019 I have a chassis with a mass of 50 units. Four bells each of 1 unit mass. And this script. self.jointFL = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(0,0) self.jointFL:SetSpring(-1) self.jointFR = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(0,0) --self.jointFR:SetSpring(0) self.jointBL = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(0,0) --self.jointBL:SetSpring(0) self.jointBR = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(0,0) --self.jointBR:SetSpring(0) The result is not what you imagined, some possible help. I need to create a hard suspension, not a buggy suspension. Quote
Solution Yue Posted November 16, 2019 Author Solution Posted November 16, 2019 Ok, solved here. -- Constructor Vehicle. function this:Start() self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(0,0) --self.jointFL:SetSpring(-1) self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(0,0) --self.jointFR:SetSpring(0) self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(0,0) --self.jointBL:SetSpring(0) self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(0,0) --self.jointBR:SetSpring(0) end Quote
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