M1: constraint chassis (springs, servo steering, motor wheels)
CI / quality (push) Successful in 54s

- New shared Chassis.luau: geometry constants + per-car tuning from stats
- CarManager.buildCarModel rebuilt: prismatic+spring suspension per corner,
  servo-hinge steering on front knuckles, motor-hinge driven wheels,
  hidden dense ballast for anti-roll; VehicleSeat kept as input device only
- New client ChassisController: drives motors/servos from seat
  ThrottleFloat/SteerFloat per Heartbeat; speed-sensitive steering lock;
  engine braking on throttle release
- Driver gets network ownership of every unanchored part (constraint
  assemblies are separate; missing one causes stuttery physics)
- Docs: MESH_SWAP.md rewritten for shell-on-chassis workflow; ROADMAP updated
This commit is contained in:
2026-07-22 00:20:59 -04:00
parent 07a67204ca
commit b3a1044df6
6 changed files with 482 additions and 97 deletions
+50 -44
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@@ -1,11 +1,13 @@
# Swapping the placeholder RX-7 for the real mesh (M1)
Right now every car is a coloured block + a `VehicleSeat` so the game is drivable
today. This is the **one file** you touch to make the RX-7 a real model:
`src/server/CarManager.luau` → the `buildCarModel` function.
The car is now a **constraint chassis** (springs + steering servos + motor-driven
wheels — see `src/shared/Chassis.luau` and `CarManager.buildCarModel`). The
placeholder Body/Cabin blocks are just the visual shell riding on that chassis.
Making the RX-7 real means **replacing the shell, not the chassis**: weld a
MeshPart body onto the `Body` part and hide the placeholder blocks.
Nothing else (saving, the allowlist, car switching, the map, anti-cheat) needs to
change. That's the whole point of isolating model-building in one function.
Nothing else (saving, the allowlist, car switching, driving feel, the map,
anti-cheat) needs to change.
## Reference photos
The real car's reference photos live on the NAS (too large to commit to git):
@@ -17,7 +19,7 @@ unraid-1:/mnt/user/data/yy-roblox-games/0-fast-n-furious-sim/001-1993 Mazda RX-7
A single downscaled reference is included at `assets/reference/rx7-reference.png`
for quick lookups.
## Step 1 — Get a model into Roblox
## Step 1 — Get a mesh into Roblox
Options, easiest first:
1. **Buy or find a free RX-7 FD model** on the Roblox Creator Marketplace/toolbox,
or
@@ -25,58 +27,62 @@ Options, easiest first:
(`.fbx`/`.obj`) via Studio's 3D importer, or
3. Commission one.
You want a single `Model` whose parts are welded together, with a clear "body"
part you can drive. Keep the part count low (mobile perf).
You want the car **body shell as a single MeshPart** (or a small welded Model
with a clear root). Wheels can be separate meshes (see Step 4). Keep the part
count low (mobile perf). This step needs Studio — mesh assets upload through
Roblox's asset pipeline.
## Step 2 — Store it where Rojo/Studio can clone it
Put the finished `Model` under `ReplicatedStorage` (e.g. a `CarModels` folder).
Two ways to manage it:
## Step 2 — Store it where the server can clone it
Put the shell under `ReplicatedStorage/CarModels/<carId>` (e.g.
`CarModels/rx7_fc`). Two ways to manage it:
- **Simple:** keep it in the Studio place file as a real Instance (not synced by
Rojo). Fine for a single hero car.
- **Version-controlled:** export the model to a `.rbxm` and reference it from the
Rojo project so it lives in git. See Rojo's `$path` docs for `.rbxm` model files.
## Step 3 — Rewrite `buildCarModel` to clone the real mesh
Replace the block-building body of `buildCarModel(car, maxSpeed, torque, turnSpeed)`
with something like:
## Step 3 — Attach the shell in `buildCarModel`
In `CarManager.buildCarModel`, after the Body part is created:
```lua
local CAR_MODELS = ReplicatedStorage:WaitForChild("CarModels")
local CAR_MODELS = ReplicatedStorage:FindFirstChild("CarModels")
local function buildCarModel(car, maxSpeed, torque, turnSpeed)
-- Look up a real model by car id; fall back to the block builder if missing.
local template = CAR_MODELS:FindFirstChild(car.Id)
if not template then
return buildBlockCar(car, maxSpeed, torque, turnSpeed) -- keep the old code as a fallback
-- inside buildCarModel, after `body` exists:
local shellTemplate = CAR_MODELS and CAR_MODELS:FindFirstChild(car.Id)
if shellTemplate then
local shell = shellTemplate:Clone()
-- Position the shell over the body, then weld it on.
shell:PivotTo(body.CFrame * CFrame.new(0, SHELL_Y_OFFSET, 0))
for _, p in ipairs(shell:GetDescendants()) do
if p:IsA("BasePart") then
p.CanCollide = false -- the Body part remains the collider
p.Anchored = false
end
end
local model = template:Clone()
-- Ensure it has a VehicleSeat named "DriveSeat" welded to the driving body.
local seat = model:FindFirstChild("DriveSeat")
if not seat then
seat = Instance.new("VehicleSeat")
seat.Name = "DriveSeat"
-- weld seat to model.PrimaryPart, position it in the cabin...
seat.Parent = model
end
seat.MaxSpeed = maxSpeed
seat.Torque = torque
seat.TurnSpeed = turnSpeed
assert(model.PrimaryPart, "Car model needs a PrimaryPart set")
return model
local weld = Instance.new("WeldConstraint")
weld.Part0 = body
weld.Part1 = shell.PrimaryPart or shell:FindFirstChildWhichIsA("BasePart")
weld.Parent = body
shell.Parent = model
-- Hide the placeholder blocks:
body.Transparency = 1
local cabin = model:FindFirstChild("Cabin")
if cabin then cabin:Destroy() end
end
```
Keep the current block-builder renamed as `buildBlockCar` so any car without a
real mesh still works. That way you can import cars one at a time.
Cars without a mesh keep the block look automatically — import one car at a time.
## Step 4 (recommended, M1) — Move to a real chassis
The `VehicleSeat` is great for "it drives today" but for real suspension/grip,
adopt a proven **constraint chassis** (A-Chassis or a modern equivalent). At that
point `buildCarModel` clones the chassis rig and attaches the RX-7 body to it.
Still one function; still no changes elsewhere.
## Step 4 (polish) — Real wheel meshes
The chassis wheels are plain cylinders (`Wheel_FL` … `Wheel_RR`). To make them
look real, weld a wheel MeshPart (CanCollide=false) onto each cylinder and set
the cylinder's `Transparency = 1`. The cylinder stays the physics tyre — mesh
collision on wheels is unreliable and slow.
## Sizing gotcha
The chassis geometry (`Chassis.BODY_SIZE`, `WHEEL_RADIUS`, `TRACK_HALF`,
`WHEELBASE_HALF`) is tuned for a ~6×12 stud footprint. Scale the imported mesh
to fit the chassis — don't reshape the chassis around the mesh, or the driving
feel changes for every car.
## Verify
- `rojo build --output build.rbxl` compiles.
+8 -6
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@@ -14,12 +14,14 @@ Spawn on the neon expressway, drive a car, switch cars, respawn. RX-7 demo-locke
to owner + son. Cars persist between sessions. CI green on a self-hosted runner.
## M1 — Make driving feel GOOD (the real work, do this next)
- [ ] Import the **real RX-7 mesh**; swap `CarManager.buildCarModel` only.
See `docs/MESH_SWAP.md` for the exact steps.
- [ ] Adopt a proven **constraint chassis** (A-Chassis or a modern equivalent)
for real suspension/grip instead of the raw VehicleSeat. Do NOT hand-roll
physics.
- [ ] Tune acceleration curve, grip, and the chase camera.
- [x] Adopt a **constraint chassis** for real suspension/grip instead of the raw
VehicleSeat: springs + prismatic suspension, servo steering (speed-sensitive
lock), motor-driven wheels, engine braking, ballast anti-roll. Shared tuning
in `src/shared/Chassis.luau`; client-side `ChassisController` drives it
(driver owns network physics). **Needs a Studio playtest to tune feel.**
- [ ] Import the **real RX-7 mesh**; weld the shell onto the chassis `Body`.
See `docs/MESH_SWAP.md` for the exact steps (needs Studio for asset upload).
- [ ] Tune acceleration curve, grip, and the chase camera (after first playtest).
- [ ] Sound: engine loop, tire screech, boost.
**Exit test:** the RX-7 is genuinely fun to just drive around. Ship nothing else
until this is true.
+133
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@@ -0,0 +1,133 @@
--!strict
--[[
ChassisController.luau (CLIENT)
Drives the constraint chassis while the local player is in a DriveSeat.
Why client-side: the server gives the driver network ownership of the car,
so physics (and constraint targets) run authoritatively on THIS client —
that's what makes driving feel responsive instead of laggy. The server
still owns WHICH car you get (allowlist etc.); this module only turns
seat input into motor/servo targets.
Loop per Heartbeat while seated:
Steer -> front servo TargetAngle (speed-sensitive: less lock when fast)
Throttle-> wheel motor AngularVelocity + MotorMaxTorque
No input-> brake torque toward zero angular velocity
]]
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local Cars = require(Shared.Cars)
local Chassis = require(Shared.Chassis)
local player = Players.LocalPlayer
local ChassisController = {}
local heartbeatConn: RBXScriptConnection? = nil
local seatedConn: RBXScriptConnection? = nil
local function findCarModel(seat: VehicleSeat): Model?
local model = seat:FindFirstAncestorOfClass("Model")
if model and model:GetAttribute("CarId") ~= nil then
return model
end
return nil
end
local function collectConstraints(model: Model): ({ HingeConstraint }, { HingeConstraint })
local motors: { HingeConstraint } = {}
local servos: { HingeConstraint } = {}
for _, desc in ipairs(model:GetDescendants()) do
if desc:IsA("HingeConstraint") then
if desc.Name == Chassis.WHEEL_MOTOR_NAME then
table.insert(motors, desc)
elseif desc.Name == Chassis.STEER_SERVO_NAME then
table.insert(servos, desc)
end
end
end
return motors, servos
end
local function startDriving(seat: VehicleSeat)
local model = findCarModel(seat)
if not model then
return
end
local carId = model:GetAttribute("CarId") :: string
local car = Cars.Get(carId)
if not car then
return
end
local tuning = Chassis.tuningFor(car)
local motors, servos = collectConstraints(model)
local body = model.PrimaryPart
if #motors == 0 or not body then
return
end
heartbeatConn = RunService.Heartbeat:Connect(function()
local throttle = seat.ThrottleFloat
local steer = seat.SteerFloat
-- Steering: speed-sensitive — at top speed only ~40% of full lock,
-- so the car doesn't spin out from a tap of the key at 150 studs/s.
local speed = body.AssemblyLinearVelocity.Magnitude
local speedFrac = math.clamp(speed / tuning.MaxSpeed, 0, 1)
local lockScale = 1 - 0.6 * speedFrac
local targetAngle = Chassis.STEER_SIGN * steer * tuning.MaxSteerAngle * lockScale
for _, servo in ipairs(servos) do
servo.TargetAngle = targetAngle
end
-- Drive/brake:
if math.abs(throttle) > 0.05 then
local targetVel = Chassis.DRIVE_SIGN * throttle * tuning.MaxWheelAngularVelocity
for _, motor in ipairs(motors) do
motor.AngularVelocity = targetVel
motor.MotorMaxTorque = tuning.MotorMaxTorque
end
else
-- Engine braking: drive wheel speed toward zero with brake torque.
for _, motor in ipairs(motors) do
motor.AngularVelocity = 0
motor.MotorMaxTorque = tuning.BrakeTorque
end
end
end)
end
local function stopDriving()
if heartbeatConn then
heartbeatConn:Disconnect()
heartbeatConn = nil
end
end
function ChassisController.init()
-- SeatPart changes whenever the humanoid sits down or gets up.
local function onCharacter(character: Model)
local humanoid = character:WaitForChild("Humanoid") :: Humanoid
if seatedConn then
seatedConn:Disconnect()
end
seatedConn = humanoid:GetPropertyChangedSignal("SeatPart"):Connect(function()
stopDriving()
local seatPart = humanoid.SeatPart
if seatPart and seatPart:IsA("VehicleSeat") and seatPart.Name == Chassis.SEAT_NAME then
startDriving(seatPart)
end
end)
end
if player.Character then
onCharacter(player.Character)
end
player.CharacterAdded:Connect(onCharacter)
end
return ChassisController
+3
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@@ -15,6 +15,9 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local Remotes = require(Shared.Remotes)
local Cars = require(Shared.Cars)
local ChassisController = require(script.ChassisController)
ChassisController.init()
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
+218 -47
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@@ -1,14 +1,23 @@
--!strict
--[[
CarManager.luau (SERVER)
Spawns the player's equipped car as a simple, PROVEN drivable vehicle.
Spawns the player's equipped car as a CONSTRAINT CHASSIS vehicle.
Design choice (per "don't reinvent the wheel"): instead of a hand-rolled
physics chassis, the MVP car is a single driving Part + a VehicleSeat.
Roblox's VehicleSeat drives the assembly via its built-in Throttle/Steer —
the most reliable, least-buggy way to get a car moving on day one. When you
later import the real RX-7 mesh + a constraint chassis (A-Chassis style),
you swap out `buildCarModel` and keep everything else.
M1 upgrade: the old single-Part + VehicleSeat arcade car is replaced with a
proper physical chassis (A-Chassis style, built from Roblox constraints):
Body ──Prismatic(vertical)+Spring──> Hub ──[front only: Servo hinge]──>
Knuckle ──Motor hinge──> Wheel
- Springs give real suspension; prismatics constrain travel to vertical.
- Front knuckles yaw on Servo hinges (steering).
- Every wheel spins on a Motor hinge (drive/brake).
- The VehicleSeat is kept ONLY as the input device: its Throttle/Steer
are read by the client ChassisController, which sets motor/servo
targets locally (the driver owns the physics, so it replicates).
The real RX-7 mesh swap (docs/MESH_SWAP.md) welds a MeshPart onto the Body
and hides the placeholder blocks — the chassis itself doesn't change.
]]
local Players = game:GetService("Players")
@@ -17,68 +26,226 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local Cars = require(Shared.Cars)
local Chassis = require(Shared.Chassis)
local GameConfig = require(Shared.GameConfig)
local DataManager = require(script.Parent.DataManager)
type Car = Cars.Car
type Tuning = Chassis.Tuning
local CarManager = {}
local activeCars: { [Player]: Model } = {}
local carsFolder: Folder
-- Convert a car's 0-100 stats into VehicleSeat tuning ------------------------
local function computeTuning(car: Car)
local maxSpeed = 60 + car.Stats.Speed * 1.6 -- studs/sec-ish target
local torque = 8000 + car.Stats.Acceleration * 220
local turnSpeed = 20 + car.Stats.Handling * 0.35
return maxSpeed, torque, turnSpeed
-- Helpers ---------------------------------------------------------------------
local function makeAttachment(parent: BasePart, name: string, cf: CFrame): Attachment
local att = Instance.new("Attachment")
att.Name = name
att.CFrame = cf
att.Parent = parent
return att
end
-- Build the placeholder car model. Returns the Model with a VehicleSeat.
local function buildCarModel(car: Car, maxSpeed: number, torque: number, turnSpeed: number): Model
-- Attachment whose primary (X) axis points straight up — used for vertical
-- prismatic travel and for the steering servo's yaw axis.
local VERTICAL_AXIS = CFrame.Angles(0, 0, math.rad(90))
local function makePart(props: {
Name: string,
Size: Vector3,
CFrame: CFrame,
Color: Color3?,
Material: Enum.Material?,
CanCollide: boolean,
Parent: Instance,
Shape: Enum.PartType?,
Friction: number?,
}): Part
local part = Instance.new("Part")
part.Name = props.Name
part.Size = props.Size
part.CFrame = props.CFrame
if props.Shape then
part.Shape = props.Shape
end
part.Color = props.Color or Color3.new(0.2, 0.2, 0.2)
part.Material = props.Material or Enum.Material.SmoothPlastic
part.CanCollide = props.CanCollide
if props.Friction then
part.CustomPhysicalProperties = PhysicalProperties.new(0.9, props.Friction, 0.2, 1, 1)
end
part.Parent = props.Parent
return part
end
-- Build one corner of the suspension. `isFront` corners get a steering servo.
-- All positions are in BODY-LOCAL space, converted via body.CFrame.
local function buildCorner(model: Model, body: Part, tuning: Tuning, xSign: number, zSign: number)
local isFront = zSign < 0 -- car forward is -Z
local cornerName = (isFront and "F" or "R") .. (xSign < 0 and "L" or "R")
local wheelLocal = Vector3.new(xSign * Chassis.TRACK_HALF, -Chassis.SUSPENSION_DROP, zSign * Chassis.WHEELBASE_HALF)
local wheelWorld = body.CFrame * CFrame.new(wheelLocal)
-- Hub: rides the prismatic+spring below the body corner ---------------------
local hub = makePart({
Name = "Hub_" .. cornerName,
Size = Vector3.new(0.6, 0.6, 0.6),
CFrame = wheelWorld,
CanCollide = false,
Parent = model,
})
local bodyAtt = makeAttachment(body, "SuspAtt_" .. cornerName, CFrame.new(wheelLocal) * VERTICAL_AXIS)
local hubAtt = makeAttachment(hub, "HubAtt", VERTICAL_AXIS)
local prismatic = Instance.new("PrismaticConstraint")
prismatic.Name = "SuspSlide_" .. cornerName
prismatic.Attachment0 = bodyAtt
prismatic.Attachment1 = hubAtt
prismatic.LimitsEnabled = true
prismatic.LowerLimit = -Chassis.SUSPENSION_TRAVEL / 2
prismatic.UpperLimit = Chassis.SUSPENSION_TRAVEL / 2
prismatic.Parent = body
local spring = Instance.new("SpringConstraint")
spring.Name = "SuspSpring_" .. cornerName
spring.Attachment0 = bodyAtt
spring.Attachment1 = hubAtt
spring.FreeLength = 0.2
spring.Stiffness = tuning.SpringStiffness
spring.Damping = tuning.SpringDamping
spring.LimitsEnabled = false
spring.Parent = body
-- Front corners: a knuckle that yaws on a servo hinge (steering) ------------
local wheelParent: Part = hub
if isFront then
local knuckle = makePart({
Name = "Knuckle_" .. cornerName,
Size = Vector3.new(0.5, 0.5, 0.5),
CFrame = wheelWorld,
CanCollide = false,
Parent = model,
})
local hubSteerAtt = makeAttachment(hub, "SteerAtt", VERTICAL_AXIS)
local knuckleAtt = makeAttachment(knuckle, "KnuckleAtt", VERTICAL_AXIS)
local servo = Instance.new("HingeConstraint")
servo.Name = Chassis.STEER_SERVO_NAME
servo.Attachment0 = hubSteerAtt
servo.Attachment1 = knuckleAtt
servo.ActuatorType = Enum.ActuatorType.Servo
servo.ServoMaxTorque = 1e6
servo.AngularSpeed = tuning.SteerSpeed
servo.TargetAngle = 0
servo.LimitsEnabled = true
servo.LowerAngle = -tuning.MaxSteerAngle
servo.UpperAngle = tuning.MaxSteerAngle
servo.Parent = hub
wheelParent = knuckle
end
-- Wheel: cylinder spinning on a motor hinge about the lateral (X) axis ------
local wheel = makePart({
Name = "Wheel_" .. cornerName,
Size = Vector3.new(Chassis.WHEEL_WIDTH, Chassis.WHEEL_RADIUS * 2, Chassis.WHEEL_RADIUS * 2),
CFrame = wheelWorld,
Shape = Enum.PartType.Cylinder, -- cylinder axis = X = lateral. correct spin axis
Color = Color3.new(0.08, 0.08, 0.09),
Material = Enum.Material.Rubber,
CanCollide = true,
Friction = tuning.WheelFriction,
Parent = model,
})
local parentAtt = makeAttachment(wheelParent, "WheelAxleAtt", CFrame.new())
local wheelAtt = makeAttachment(wheel, "WheelAtt", CFrame.new())
local motor = Instance.new("HingeConstraint")
motor.Name = Chassis.WHEEL_MOTOR_NAME
motor.Attachment0 = parentAtt
motor.Attachment1 = wheelAtt
motor.ActuatorType = Enum.ActuatorType.Motor
motor.MotorMaxTorque = 0 -- freewheel until the ChassisController takes over
motor.AngularVelocity = 0
motor.Parent = wheelParent
end
-- Build the full constraint-chassis car model.
local function buildCarModel(car: Car, tuning: Tuning): Model
local model = Instance.new("Model")
model.Name = "Car_" .. car.Id
-- Body (the driving part) --------------------------------------------------
local body = Instance.new("Part")
body.Name = "Body"
body.Size = Vector3.new(6, 2, 12)
body.Color = Color3.new(car.Color[1], car.Color[2], car.Color[3])
body.Material = Enum.Material.SmoothPlastic
body.CanCollide = true
body.Parent = model
local origin = CFrame.new() -- built at origin; PivotTo() places it later
-- A cabin block so it reads as a car, welded to the body -------------------
local cabin = Instance.new("Part")
cabin.Name = "Cabin"
cabin.Size = Vector3.new(5, 1.6, 5)
cabin.Color = Color3.new(car.Color[1] * 0.7, car.Color[2] * 0.7, car.Color[3] * 0.7)
cabin.Material = Enum.Material.Glass
cabin.CanCollide = false
cabin.Parent = model
-- Body (PrimaryPart / mesh anchor point) ------------------------------------
local body = makePart({
Name = "Body",
Size = Chassis.BODY_SIZE,
CFrame = origin,
Color = Color3.new(car.Color[1], car.Color[2], car.Color[3]),
CanCollide = true,
Parent = model,
})
-- Ballast: dense low block welded under the body — drops the centre of mass
-- so the car corners flat instead of rolling over.
local ballast = makePart({
Name = "Ballast",
Size = Vector3.new(4, 0.4, 8),
CFrame = origin * CFrame.new(0, -0.9, 0),
CanCollide = false,
Parent = model,
})
ballast.Transparency = 1
ballast.CustomPhysicalProperties = PhysicalProperties.new(8, 0.3, 0.5, 1, 1)
local ballastWeld = Instance.new("WeldConstraint")
ballastWeld.Part0 = body
ballastWeld.Part1 = ballast
ballastWeld.Parent = body
-- Cabin (visual only) -------------------------------------------------------
local cabin = makePart({
Name = "Cabin",
Size = Vector3.new(5, 1.6, 5),
CFrame = origin * CFrame.new(0, 1.5, 0.5),
Color = Color3.new(car.Color[1] * 0.7, car.Color[2] * 0.7, car.Color[3] * 0.7),
Material = Enum.Material.Glass,
CanCollide = false,
Parent = model,
})
local cabinWeld = Instance.new("WeldConstraint")
cabinWeld.Part0 = body
cabinWeld.Part1 = cabin
cabinWeld.Parent = body
cabin.CFrame = body.CFrame * CFrame.new(0, 1.8, 0.5)
-- VehicleSeat: Roblox's built-in, reliable driver ------------------------
-- Seat: input device only (Throttle/Steer). It drives nothing directly. -----
local seat = Instance.new("VehicleSeat")
seat.Name = "DriveSeat"
seat.Name = Chassis.SEAT_NAME
seat.Size = Vector3.new(4, 0.5, 3)
seat.MaxSpeed = maxSpeed
seat.Torque = torque
seat.TurnSpeed = turnSpeed
seat.MaxSpeed = 0 -- neutralise built-in drive; constraints do the work
seat.Torque = 0
seat.TurnSpeed = 0
seat.HeadsUpDisplay = false
seat.CanCollide = false
seat.Color = Color3.new(0.1, 0.1, 0.1)
seat.CFrame = origin * CFrame.new(0, 1.2, -0.5)
seat.Parent = model
local seatWeld = Instance.new("WeldConstraint")
seatWeld.Part0 = body
seatWeld.Part1 = seat
seatWeld.Parent = body
seat.CFrame = body.CFrame * CFrame.new(0, 1.6, -1)
-- Four suspension corners ---------------------------------------------------
for _, xSign in ipairs({ -1, 1 }) do
for _, zSign in ipairs({ -1, 1 }) do
buildCorner(model, body, tuning, xSign, zSign)
end
end
model.PrimaryPart = body
return model
@@ -123,22 +290,26 @@ function CarManager.spawn(player: Player, carId: string?)
CarManager.despawn(player)
local maxSpeed, torque, turnSpeed = computeTuning(car)
local model = buildCarModel(car, maxSpeed, torque, turnSpeed)
local tuning = Chassis.tuningFor(car)
local model = buildCarModel(car, tuning)
model:PivotTo(spawnCFrame())
model.Parent = carsFolder
model:SetAttribute("OwnerUserId", player.UserId)
model:SetAttribute("CarId", id)
-- Sit the player down. Give the assembly network ownership to the driver so
-- physics are smooth on their client (standard Roblox vehicle practice).
-- Give the driver network ownership of EVERY assembly in the car. With a
-- constraint chassis the body, hubs, knuckles, and wheels are SEPARATE
-- assemblies (constraints don't merge them like welds do) — missing one
-- causes stuttery mixed-authority physics.
for _, desc in ipairs(model:GetDescendants()) do
if desc:IsA("BasePart") and not desc.Anchored then
desc:SetNetworkOwner(player)
end
end
local character = player.Character
if character then
local seat = model:FindFirstChild("DriveSeat") :: VehicleSeat
local body = model.PrimaryPart
if body then
body:SetNetworkOwner(player)
end
local seat = model:FindFirstChild(Chassis.SEAT_NAME) :: VehicleSeat
if seat then
task.defer(function()
seat:Sit(character:FindFirstChildOfClass("Humanoid"))
+70
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@@ -0,0 +1,70 @@
--!strict
--[[
Chassis.luau (SHARED)
Single source of truth for the constraint chassis: geometry constants,
part/constraint naming, and per-car tuning derived from the 0-100 stats.
Used by BOTH sides:
- Server (CarManager.buildCarModel) builds the physical chassis from it.
- Client (ChassisController) drives the motors/servos from it.
Sign conventions (car forward = -Z, Roblox standard):
- DRIVE_SIGN: wheel motor AngularVelocity sign for forward throttle.
- STEER_SIGN: steering servo TargetAngle sign for steering right.
If a future geometry change makes the car drive/steer backwards, flip the
sign here — nowhere else.
]]
local Cars = require(script.Parent.Cars)
type Car = Cars.Car
local Chassis = {}
-- Naming conventions (server creates, client finds) ---------------------------
Chassis.SEAT_NAME = "DriveSeat"
Chassis.WHEEL_MOTOR_NAME = "WheelMotor" -- HingeConstraint (Motor) spinning a wheel
Chassis.STEER_SERVO_NAME = "SteerServo" -- HingeConstraint (Servo) yawing a front knuckle
-- Sign conventions ------------------------------------------------------------
Chassis.DRIVE_SIGN = -1 -- forward (-Z) needs negative angular velocity about +X
Chassis.STEER_SIGN = -1 -- steer right (Steer = 1) needs negative yaw about +Y
-- Geometry (studs) ------------------------------------------------------------
Chassis.BODY_SIZE = Vector3.new(6, 1.4, 12)
Chassis.WHEEL_RADIUS = 1.4
Chassis.WHEEL_WIDTH = 1.1
Chassis.TRACK_HALF = 3.35 -- lateral distance body centre -> wheel centre
Chassis.WHEELBASE_HALF = 4.2 -- longitudinal distance body centre -> axle
Chassis.SUSPENSION_DROP = 1.6 -- rest distance from body centre down to wheel centre
Chassis.SUSPENSION_TRAVEL = 0.9 -- total prismatic travel allowed
-- Per-car tuning derived from stats -------------------------------------------
export type Tuning = {
MaxSpeed: number, -- studs/sec target top speed
MaxWheelAngularVelocity: number, -- rad/sec at top speed
MotorMaxTorque: number, -- accel authority
BrakeTorque: number, -- resist-to-zero torque when throttle released
MaxSteerAngle: number, -- degrees
SteerSpeed: number, -- servo angular speed, rad/sec
SpringStiffness: number,
SpringDamping: number,
WheelFriction: number,
}
function Chassis.tuningFor(car: Car): Tuning
local maxSpeed = 70 + car.Stats.Speed * 1.5
return {
MaxSpeed = maxSpeed,
MaxWheelAngularVelocity = maxSpeed / Chassis.WHEEL_RADIUS,
MotorMaxTorque = 12000 + car.Stats.Acceleration * 500,
BrakeTorque = 30000,
MaxSteerAngle = 22 + car.Stats.Handling * 0.16, -- ~28-38 deg
SteerSpeed = 6,
SpringStiffness = 9000,
SpringDamping = 420,
WheelFriction = 1.2 + car.Stats.Handling * 0.008, -- ~1.2-2.0
}
end
return Chassis