I have a ship that uses LinearVelocity and AlignOrientation constraints, which are paired with UIS inputs to control it. I also made a custom movement controller for ship, so players are unaffected by the world reference frame. Issue is, for seemingly no apparent reason, when "sitting" (not really sitting, just setting the HRP CFrame to the AimPART of the console that you've picked), the entire ship moves downwards (in it's local frame, if the ship is upside down it'll move up slowly if you look at it from the baseplate) slowly. I really don't know why this is happening. When the ship is moving on autopilot (no plr trying to "sit" [not using a real seat]), it has no issues with this while players are walking around on it. But when someone sits in the seat and we try to keep them stuck in the same position (while also disabling all the collision and other stuff necessary for free roam walking) it keeps having this issue. I've tried for about 16 hours now to get it to work, and I've hit a dead end. One of the things I tried was to instead use an alignpos/orientation constraint while the Plr sits and set collide = false, but this caused even more (separate) problems of its own...
It's kind a long script and atm it's sort of all over the place with random functions due to using YapGPT for debugging...
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