physics base arcade racer

Hello all again, i am making a ohysics base arcade racer i used the ryan laley for the most part but i having trouble on a part of it i want to add, for my game i want to be able to lock the axis of the kart so that the player dont go to far forward and end up upside down while going over ramps.

How is the rotation achieved atm?

  • torque?
  • Control Rotation?
  • adding/setting actor/component rotation?
  • Physics Constraint component?
  • Physics Control component?
  • a combination of the above?
  • some other method?

currently i have a suspention cast which i think is what causes it. its ether that or the accleurate

Nothing in this (very blurry) image shows how you rotate the cart. Since this is physics based, are you saying the player has no active control over the pitch and the resulting tipping forward is an outcome of pure physics simulation?


Essentially, in order to suggest something, we must understand what makes the cart tip in the first place… Could you elaborate a little? I understand you followed a tutorial but you, surely, must understand how it works better than we do :innocent: You also have some wheel component - how does that work?

i think what causes it to tip forward is the calculate acceleration since i think its carrying it on after going off a ramp.

theres a vector that is what bringing the kart down it stops it from just flying of but its tips forward maybe because of the forward momentup