blushneybusiness-glitch/roblox-omniskills/rbx-vehicles-tuning

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

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Checking that the SKILL.md file is still in the repository.

The handling-feel reference: grip and friction numbers, drift mechanics, suspension damping ratios, speed feedback (FOV, engine pitch), and the driving camera that makes a correct vehicle feel expensive. Use when the user says a vehicle "feels floaty", "slides like it's on ice", "flips in every turn", asks for drift or a driving camera, or as the mandatory final pass after any rbx-vehicles-ground or rbx-vehicles-air-water build. Do not use to build the vehicle itself — load rbx-vehicles-ground or rbx-vehicles-air-water — or for passenger jitter and rubber-banding — load rbx-physics-ownership instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-vehicles-tuning

SKILL.md

rbx-vehicles-tuning

When to load

Every vehicle build's final pass (rbx-vehicles-ground and rbx-vehicles-air-water load this automatically), any "feels wrong" complaint about a mechanically working vehicle, any drift or driving-camera request, and racing-genre work alongside rbx-genre-racing.

Grip

Friction on the wheel, FrictionWeight 100 so the tire wins the material blend — otherwise driving from grass onto ice silently retunes your car. Working friction values:

FeelWheel frictionBehavior
Racing slick2.0Rails through turns, no slide, hard on flip risk
Street1.4Default; mild slide at full-speed full-steer
Loose/dirt0.9Visible slip angle, catchable slides
Drift/ice0.5Sustained slides, needs counter-steer

Balance lives in the center of mass, not in friction symmetry: CoM forward of the wheelbase midpoint → understeer (safe, boring); behind it → oversteer (fun, spins); every stud of CoM height adds roll in corners. Fix flip complaints by lowering the CoM plate (density 15 under the floor), never by cranking friction — grip torque is what does the flipping.

Drift

Handbrake = rear wheel friction cut, not a magic force. On press: rear friction 1.4 → 0.5 instantly; on release: lerp back over 0.4 s (instant restore snaps the car straight and throws the driver). While drifting, add a yaw-assist AngularVelocity of 0.4 rad/s in the steer direction so low-skill players hold the slide, and cap drift speed loss at ~20% so drifting stays a viable racing line. Any drift-scoring number the client reports (angle, combo, duration) is recomputed server-side from replicated velocity before it pays out.

Suspension feel

Damping ratio is the whole game: ratio = Damping / (2 * math.sqrt(Stiffness * mass / 4)).

  • 0.3–0.5 — bouncy; dune buggy, monster truck
  • 0.6–0.8 — the sweet spot; settles in one bounce, still reads as suspension
  • 1.0+ — dead; kart-on-rails, also correct for hovercraft pads

Symptom map: wallowing after landings → raise Damping; tank-slap wobble above ~50 studs/s → Stiffness too high for the damping, raise Damping first, then lower Stiffness; nose-dive under braking is GOOD (readable weight transfer) unless it bottoms out the LowerLimit.

Speed feedback

Speed must be felt off-screen-center or the vehicle reads as slow regardless of studs/s:

  • FOV: 70 at rest → 82 at top speed, mapped to actual assembly speed, never throttle

input; lerp with 1 - math.exp(-dt * 4) so wall impacts snap the FOV back naturally.

  • Engine audio: one loop, PlaybackSpeed = 0.8 + (speed / topSpeed) * 0.8, sourced via

rbx-audio-sfx.

  • Above 85% top speed: subtle rbx-camera-shake trauma (0.1) and optional speed-line

particles at screen edge from rbx-juice-screenfx.

Driving camera

Scriptable camera on seat entry, restore Custom on exit. Follow position = seat CFrame × offset (0, 6, 14) for cars, (0, 9, 26) for planes; look-at = a point 10 studs ahead of the vehicle so the camera leads into turns. Lerp position with alpha = 1 - math.exp(-dt * 8) — frame-rate independent, unlike a fixed 0.1 alpha which stiffens at 144 fps and floats at 20 fps. Yaw follows the vehicle; pitch stays camera-controlled (players hate losing pitch). Never TweenService per frame — lerp in RenderStepped.

Sharp edges

  • CRITICAL — Tuning constraint properties from the server while the driver owns the

physics: each change replicates a tick late and the test drive lies to you. Tune via the owner client (or park the vehicle, SetNetworkOwner(nil), tune, hand it back).

  • CRITICAL — Trusting client-reported speed/drift values for rewards: the pipeline pays

exploiters. Server recomputes from AssemblyLinearVelocity per rbx-security-anticheat.

  • HIGH — Friction raised to fix sliding when FrictionWeight was the culprit: the

material blend averages tire against ground, so friction 2 on default weight still slides on ice. Set weight 100 first, then tune friction.

  • HIGH — "Flips in turns" fixed by lowering speed or grip: players feel the nerf. Fix

the CoM height; the numbers above stay.

  • MEDIUM — FOV/pitch mapped to throttle input: full throttle against a wall shows

top-speed FOV at 0 studs/s. Map to measured speed.

  • MEDIUM — Camera lerp with a constant alpha: tune on your machine, broken on every

other frame rate. Use the exp(-dt·k) form.

Load with

rbx-vehicles-ground / rbx-vehicles-air-water (the vehicles being tuned), rbx-camera-controllers (camera rig details), rbx-audio-sfx (engine loops), rbx-physics-ownership (when the complaint is jitter, not feel), rbx-genre-racing (track-level pacing that handling must serve).

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

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