• 0

# Orientation with springs.

## Question

I have a chassis with a mass of 50 units.

Four bells each of 1 unit mass.

And this script.

```			self.jointFL = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell0)
self.jointFL:EnableLimits()
self.jointFL:SetLimits(0,0)
self.jointFL:SetSpring(-1)

self.jointFR = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell1)
self.jointFR:EnableLimits()
self.jointFR:SetLimits(0,0)
--self.jointFR:SetSpring(0)

self.jointBL = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell2)
self.jointBL:EnableLimits()
self.jointBL:SetLimits(0,0)
--self.jointBL:SetSpring(0)

self.jointBR = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell3)
self.jointBR:EnableLimits()
self.jointBR:SetLimits(0,0)
--self.jointBR:SetSpring(0)```

ย

ย

The result is not what you imagined, some possible help.

I need to create a hard suspension, not a buggy suspension.ย

## Recommended Posts

• 0

Ok, solved here.

ย

```	-- Constructor Vehicle.
function this:Start()

self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0)
self.jointFL:EnableLimits()
self.jointFL:SetLimits(0,0)
--self.jointFL:SetSpring(-1)

self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1)
self.jointFR:EnableLimits()
self.jointFR:SetLimits(0,0)
--self.jointFR:SetSpring(0)

self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2)
self.jointBL:EnableLimits()
self.jointBL:SetLimits(0,0)
--self.jointBL:SetSpring(0)

self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3)
self.jointBR:EnableLimits()
self.jointBR:SetLimits(0,0)
--self.jointBR:SetSpring(0)

end```

ย

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