I'd like to have a discussion about car physics in mid-air, and tell my thoughts about it. Now, when you look at car games outside of Roblox, most cars move as a single body. Not talking about doors or others getting teared up, but talking about realistic physics when in mid-air. When car goes for a ramp, its nose starts to get down slowly as car loses altitude. In Roblox however, a basic car scripted using BodyVelocity easily flips out after a ramp. I want to fix it in my cars. My car's movement system basically is, speed * lookVector and car's enginepart owns the velocity. Now I have two ideas but would want to get other ideas and thoughts before trying them.
- Putting velocity to all parts, even wheels
All parts are connected somehow, and even parts are sharing velocity of main part. But it flips out at a ramp. Would using BodyVelocity in every part fix it?
- Using BodyGyro for X and Z axis to slow angular velocity on those axis
Would it look nice or unrealistic? Would it even work though?
Do you have any other ideas or you know how to do that? Please share!