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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 

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Ok, solved here. :D

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

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