blushneybusiness-glitch/roblox-omniskills/rbx-vehicles-tuning
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
- community
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-tuningSKILL.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:
| Feel | Wheel friction | Behavior | |
|---|---|---|---|
| Racing slick | 2.0 | Rails through turns, no slide, hard on flip risk | |
| Street | 1.4 | Default; mild slide at full-speed full-steer | |
| Loose/dirt | 0.9 | Visible slip angle, catchable slides | |
| Drift/ice | 0.5 | Sustained 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-shaketrauma (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
FrictionWeightwas 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
- SKILL.md in the repositoryCheckingskills/rbx-vehicles-tuning/SKILL.md
Popularity
- 7-day trend score
- 5
Not refreshed yet.
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