# Add Force At Location Integration Broken?

**URL:** <https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724>\
**Category:** World Creation\
**Tags:** integration, unreal-engine, Physics, question\
**Created:** [August 20, 2016, 2:42pm UTC](https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724 "2016-08-20T14:42:39Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![anonymous\_user\_34882162](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_34882162](https://forums.unrealengine.com/u/anonymous_user_34882162)\
**Post date:** [August 20, 2016, 2:42pm UTC](https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724/1 "2016-08-20T14:42:39Z")

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As you can see in this video, the physics seems to be broken. It appears that integration isn’t working well and thus the force applied is making it explode. It doesn’t let it damp correctly. I’ve got the substeps maxed out so I am very surprised about this unnatural behaviour. Is there a way to solve it?

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [August 26, 2016, 5:24pm UTC](https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724/2 "2016-08-26T17:24:53Z")

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Hi adriansnetlis,

In your video, you are dropping the car to show the effect but in the Blender video that you reference the car is sliding on turns. What is the exact effect that you are trying to accomplish?

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**Author:** ![anonymous\_user\_34882162](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_34882162](https://forums.unrealengine.com/u/anonymous_user_34882162)\
**Post date:** [August 26, 2016, 6:15pm UTC](https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724/3 "2016-08-26T18:15:15Z")

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Suspension. In the Blender video I never dropped my car(didn’t think of showing how suspension works in my system), but if I dropped it, it would land smoothly. When testing my suspension in Blender, I dropped it many times and it worked smoothly. The mathematical equations used in both suspension systems are 100% equal.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [August 31, 2016, 5:20pm UTC](https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724/4 "2016-08-31T17:20:45Z")

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Physx generally sacrifices real-world accuracy for in-game stability. So I’m unsure exactly how Physx is handling everything on their end, but you can see a suspension system successfully working using ‘Add Force At Location’ in Mhousse1247 ‘Go Kart Physics Template’; which you can [download here](https://forums.unrealengine.com/showthread.php?60150-Learning-Templates-Blueprint-Power).

I would suggest digging into that template. The formula for his suspension system does vary quite a bit from yours.

Cheers,

TJ

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**Author:** ![anonymous\_user\_34882162](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_34882162](https://forums.unrealengine.com/u/anonymous_user_34882162)\
**Post date:** [September 1, 2016, 5:30am UTC](https://forums.unrealengine.com/t/add-force-at-location-integration-broken/367724/5 "2016-09-01T05:30:03Z")

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Hi! I actually relooked through my system and noticed that I had some conflicting units in my suspension. Basicly I used cm somewhere paralelly using m. This messed all up. Now I refractored my system and it seems to work fine. Thanks for the link to template. I may look at it and learn a few things!🙂
