Right now I am creating a flight system for a vehicle of sorts and originally planned to use constant positional and rotational adjustments using a Runservice so that I could calculate speed manually since everytime I deal with physics in roblox it usually ends up really buggy or stiff. However there's a major flaw with this approach. Because I'm constantly changing positions and rotations, the standing players obviously don't rotate or move with the ship as they walk on it. I was thinking of changing positions and rotations according to the ship but I'm a bit worried it'll be really buggy. That's why I'm wondering if there are any other alternatives or ideas for me to approach this with
#What is the best way to move a vehicle?
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Ive never made a vehicle but have you tried linearVelocity
And angular velocity for rotation?
You could do something like
local lv = Instance.new("LinearVelocity")
lv.Attachment0 = ship.PrimaryPart.Attachment
lv.VectorVelocity = direction * speed
lv.Parent = ship.PrimaryPart
local av = Instance.new("AngularVelocity")
av.AngularVelocity = Vector3.new(0, turnSpeed, 0)