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  1. 30 mar 2018 · You may experience problems if the car has significant speed in the (relative to the car) Y and Z directions, I can fix this if you like. Edit: I’ll attach it here in case you need it Speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity).x

  2. 19 lip 2021 · I use the following equation to calculate it. MaxSpeed * MoveVector.Z. My vehicle uses gears, which set the max speed every time the vehicle shifts to a new one (along with torque). This works, but, the max speed is always higher than what I set it to.

  3. If you want to maintain a more steady velocity over time, use a LinearVelocity constraint.

  4. 19 wrz 2020 · velocity on the server can be affected by server lag if the server is being throttled (ideally this only happens as a result of incompetent coding/memory leaks), causing the part to be moved at a laggy pace; client-sided velocity will have its speed altered by the client’s framerate, however this can be fixed through the use of delta time

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  6. This code sample fires a part from one position toward another. It calculates the velocity needed to reach the destination in time, and applies an anti-gravity effect using a BodyForce. In addition, it adds a Trail to better visualize the path of the projectile as it arcs through the air.

  7. The maximum speed that can be attained.

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