Godot Version
Godot 3.6 stable
Question
How can I make Raycast car physics in godot 3.6 I am not using 4 for reasons anyways I need help
Godot 3.6 stable
How can I make Raycast car physics in godot 3.6 I am not using 4 for reasons anyways I need help
I’m afraid it’ll be difficult for anyone to help you with such little information given.
It’s always a good idea to google things, try to find a solution yourself first, or at least try to break down the problem you are facing.
If you did some research before, could you share us your findings so far, and why you are stuck with things?
Is there a specific concept that you didn’t understand from the documentation or a tutorial?
It’s easier to help once people have a more concrete idea of what you’re trying to achieve, rather than something this broad or vague.
I highly agree with @tibaverus.
I know a thing or two about vehicle dynamics – specifically tire simulation – so I feel equipped to help you.
However, given that your topic doesn’t request help with any particular aspect of car physics and doesn’t describe a specific problem that you find hard to solve, we can’t give you any concrete advice.
Even if we could give you surface-level advice, we don’t know what knowledge you have on the subject since you didn’t describe a specific problem area within “car physics”. As a result, we don’t know how explicit the information should be presented.
We simply need more information.
When I apply force based on the ray dist the car is bouncy and when I apply impulse the car does something like a wheelie and never gets down
Okay, so you need help with implementing a spring system.
A typical equation used for the simulation of springs is the one seen in Hooke’s Law.
spring_force = compression * stiffness + delta_compression * damping
It sounds to me like you are not using any damping.
Can you confirm that this is the case; and can you supply the code for your spring system?