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Roblox Formula One Car

Vibe Coding

I am working in Roblox. I would like to create a Formula One race car using code. I would need 4 wheels, 2 axles, wedge blocks and a seat with steering wheel. Can you help with this model?
Creating a Formula One race car in Roblox sounds like an exciting project! I can definitely help by guiding you through the scripting process and the parts you'll need for your model. Here's a step-by-step outline to get you started:

  1. Planning the Components
    • Wheels: Use cylindrical parts for the four wheels and ensure they are sized appropriately for a Formula 1 car.

    • Axles: These can be made using thin cylindrical parts. Attach two wheels per axle.
    • Wedge Blocks: Use wedge parts to shape the car's aerodynamic body (front and rear).
    • Seat with Steering Wheel: Insert a VehicleSeat (a built-in part in Roblox Studio) for the seat and steering functionality.


  2. Assembling the Car
    • Open Roblox Studio and start with a baseplate or blank template.
    • Position the four wheels symmetrically. Attach each pair of wheels to the axles using HingeConstraints or similar constraints to allow rotation.
    • Build the body of the car with basic parts and use wedges to create the iconic sloped shapes of an F1 car.
    • Add the VehicleSeat to the body and align it with the front.


  3. Scripting Movement
    • Insert a Script or LocalScript into the car to control its movement.
    • Use Roblox's VehicleSeat properties to tie the movement to the wheels.
    • Here's a simple example script to get you started:

Example:
local vehicle = script.Parent -- Assuming the script is in the main car model
local seat = vehicle:FindFirstChild("VehicleSeat")
local motor1 = vehicle:FindFirstChild("Motor1") -- Attach to front wheels
local motor2 = vehicle:FindFirstChild("Motor2") -- Attach to rear wheels

-- Linking seat throttle to wheel speed
seat:GetPropertyChangedSignal("Throttle"):Connect(function()
    motor1.Speed = seat.Throttle * 50 -- Adjust speed multiplier as needed
    motor2.Speed = seat.Throttle * 50
end)

seat:GetPropertyChangedSignal("Steer"):Connect(function()
    -- Handle steering logic here
end)
  1. Fine-Tuning
    • Customize the car's appearance with textures and decals to mimic a real Formula 1 car.
    • Adjust wheel sizes, motor speeds, and steering angles for optimal performance.

Does this help you get started? Let me know if you'd like me to elaborate on any part of the process or if you're looking for additional features!

Can you show the complete assembly of the car using Roblox code?
Certainly! Here's an example of how you could assemble a Formula 1 car in Roblox using Lua. This script covers the basic setup of parts, positioning, and connecting them together using constraints. It's a simplified model to get you started, and you can expand upon it:

Example:
-- Create a Model for the car
local car = Instance.new("Model")
car.Name = "Formula1Car"
car.Parent = workspace

-- Create the Body
local body = Instance.new("Part")
body.Name = "Body"
body.Size = Vector3.new(10, 1, 6)
body.Position = Vector3.new(0, 5, 0)
body.Anchored = false
body.Color = Color3.new(1, 0, 0) -- Red color
body.Parent = car

-- Add a VehicleSeat
local seat = Instance.new("VehicleSeat")
seat.Name = "DriverSeat"
seat.Size = Vector3.new(2, 1, 2)
seat.Position = Vector3.new(0, 5.5, 0)
seat.Anchored = false
seat.Parent = car

-- Create Wheels
local function createWheel(position)
    local wheel = Instance.new("Part")
    wheel.Name = "Wheel"
    wheel.Shape = Enum.PartType.Cylinder
    wheel.Size = Vector3.new(2, 2, 2) -- A cylindrical shape
    wheel.Position = position
    wheel.Orientation = Vector3.new(0, 0, 90) -- Rotate to stand vertically
    wheel.Color = Color3.new(0, 0, 0) -- Black color
    wheel.Anchored = false
    wheel.Parent = car
    return wheel
end

local frontLeftWheel = createWheel(Vector3.new(-5, 4, 3))
local frontRightWheel = createWheel(Vector3.new(-5, 4, -3))
local backLeftWheel = createWheel(Vector3.new(5, 4, 3))
local backRightWheel = createWheel(Vector3.new(5, 4, -3))

-- Add HingeConstraints to Wheels
local function addHingeConstraint(wheel, position)
    local hinge = Instance.new("HingeConstraint")
    hinge.Parent = wheel
    hinge.Attachment0 = wheel:FindFirstChildOfClass("Attachment") or Instance.new("Attachment", wheel)
    hinge.Attachment1 = body:FindFirstChildOfClass("Attachment") or Instance.new("Attachment", body)
end

addHingeConstraint(frontLeftWheel)
addHingeConstraint(frontRightWheel)
addHingeConstraint(backLeftWheel)
addHingeConstraint(backRightWheel)

-- Add Wedge Parts for Aerodynamics
local wedgeFront = Instance.new("WedgePart")
wedgeFront.Name = "FrontWedge"
wedgeFront.Size = Vector3.new(6, 2, 6)
wedgeFront.Position = Vector3.new(-6, 6, 0)
wedgeFront.Color = Color3.new(1, 0, 0) -- Red color
wedgeFront.Anchored = false
wedgeFront.Parent = car

local wedgeBack = Instance.new("WedgePart")
wedgeBack.Name = "BackWedge"
wedgeBack.Size = Vector3.new(6, 2, 6)
wedgeBack.Position = Vector3.new(6, 6, 0)
wedgeBack.Orientation = Vector3.new(0, 180, 0) -- Flip the back wedge
wedgeBack.Color = Color3.new(1, 0, 0)
wedgeBack.Anchored = false
wedgeBack.Parent = car

-- Ensure All Parts are Welded Together
local function weldParts(part1, part2)
    local weld = Instance.new("WeldConstraint")
    weld.Part0 = part1
    weld.Part1 = part2
    weld.Parent = part1
end

weldParts(body, seat)
weldParts(body, frontLeftWheel)
weldParts(body, frontRightWheel)
weldParts(body, backLeftWheel)
weldParts(body, backRightWheel)
weldParts(body, wedgeFront)
weldParts(body, wedgeBack)

print("Formula 1 car assembled!")

Key Points:

  1. This script assumes you are starting with a blank place in Roblox Studio. It creates all the necessary parts dynamically, positions them, and connects them with constraints.
  2. The VehicleSeat handles the car's basic movement. Adjust the wheels, constraints, and properties to fine-tune behavior.
  3. You can modify this template by adding decals, finer details, or even working suspension for more realism.
Let me know if you'd like help enhancing this model or tailoring it further!

It looks as if the wheels are vertically aligned. Can you re-align the wheels to be horizontal?
You're absolutely right! For a Formula 1 race car, the wheels should be horizontally aligned. Here's the updated script with the wheels reoriented correctly:

Example:
-- Create a Model for the car
local car = Instance.new("Model")
car.Name = "Formula1Car"
car.Parent = workspace

-- Create the Body
local body = Instance.new("Part")
body.Name = "Body"
body.Size = Vector3.new(10, 1, 6)
body.Position = Vector3.new(0, 5, 0)
body.Anchored = false
body.Color = Color3.new(1, 0, 0) -- Red color
body.Parent = car

-- Add a VehicleSeat
local seat = Instance.new("VehicleSeat")
seat.Name = "DriverSeat"
seat.Size = Vector3.new(2, 1, 2)
seat.Position = Vector3.new(0, 5.5, 0)
seat.Anchored = false
seat.Parent = car

-- Create Wheels
local function createWheel(position)
    local wheel = Instance.new("Part")
    wheel.Name = "Wheel"
    wheel.Shape = Enum.PartType.Cylinder
    wheel.Size = Vector3.new(2, 2, 1) -- A cylindrical shape with a horizontal orientation
    wheel.Position = position
    wheel.Orientation = Vector3.new(0, 0, 0) -- Default orientation for horizontal alignment
    wheel.Color = Color3.new(0, 0, 0) -- Black color
    wheel.Anchored = false
    wheel.Parent = car
    return wheel
end

local frontLeftWheel = createWheel(Vector3.new(-5, 4, 3))
local frontRightWheel = createWheel(Vector3.new(-5, 4, -3))
local backLeftWheel = createWheel(Vector3.new(5, 4, 3))
local backRightWheel = createWheel(Vector3.new(5, 4, -3))

-- Add HingeConstraints to Wheels
local function addHingeConstraint(wheel)
    local hinge = Instance.new("HingeConstraint")
    hinge.Parent = wheel
    hinge.Attachment0 = Instance.new("Attachment", wheel)
    hinge.Attachment1 = Instance.new("Attachment", body)
end

addHingeConstraint(frontLeftWheel)
addHingeConstraint(frontRightWheel)
addHingeConstraint(backLeftWheel)
addHingeConstraint(backRightWheel)

-- Add Wedge Parts for Aerodynamics
local wedgeFront = Instance.new("WedgePart")
wedgeFront.Name = "FrontWedge"
wedgeFront.Size = Vector3.new(6, 2, 6)
wedgeFront.Position = Vector3.new(-6, 6, 0)
wedgeFront.Color = Color3.new(1, 0, 0) -- Red color
wedgeFront.Anchored = false
wedgeFront.Parent = car

local wedgeBack = Instance.new("WedgePart")
wedgeBack.Name = "BackWedge"
wedgeBack.Size = Vector3.new(6, 2, 6)
wedgeBack.Position = Vector3.new(6, 6, 0)
wedgeBack.Orientation = Vector3.new(0, 180, 0) -- Flip the back wedge
wedgeBack.Color = Color3.new(1, 0, 0)
wedgeBack.Anchored = false
wedgeBack.Parent = car

-- Ensure All Parts are Welded Together
local function weldParts(part1, part2)
    local weld = Instance.new("WeldConstraint")
    weld.Part0 = part1
    weld.Part1 = part2
    weld.Parent = part1
end

weldParts(body, seat)
weldParts(body, frontLeftWheel)
weldParts(body, frontRightWheel)
weldParts(body, backLeftWheel)
weldParts(body, backRightWheel)
weldParts(body, wedgeFront)
weldParts(body, wedgeBack)

print("Formula 1 car assembled with horizontal wheels!")
I have edited the code for the shape of the car. I would like to use the following for the Formula One Car:
Example:
-- Create a Model for the car
local car = Instance.new("Model")
car.Name = "Formula1Car"
car.Parent = workspace

-- Create the Body
local body = Instance.new("Part")
body.Name = "Body"
body.Size = Vector3.new(3.8, 0.6, 10)
body.Position = Vector3.new(0, 3.4, 0)
body.Anchored = false
body.Color = Color3.new(0, 0.666667, 1) -- Red color
body.Parent = car

-- Add a VehicleSeat
local seat = Instance.new("VehicleSeat")
seat.Name = "DriverSeat"
seat.Size = Vector3.new(2, 0.5, 2)
seat.Position = Vector3.new(0, 3.8, 0)
seat.Anchored = false
seat.Parent = car

-- Create Wheels
local function createWheel(position)
	local wheel = Instance.new("Part")
	wheel.Name = "Wheel"
	wheel.Shape = Enum.PartType.Cylinder
	wheel.Size = Vector3.new(2, 2.5, 4) -- A cylindrical shape with a horizontal orientation
	wheel.Position = position
	wheel.Material = Enum.Material.SmoothPlastic
	wheel.Orientation = Vector3.new(0, 0, 0) -- Default orientation for horizontal alignment
	wheel.Color = Color3.new(0, 0, 0) -- Black color
	wheel.Anchored = false
	wheel.Parent = car
	return wheel
end

local frontLeftWheel = createWheel(Vector3.new(-3, 4, -7))
local frontRightWheel = createWheel(Vector3.new(3, 4, -7))
local backLeftWheel = createWheel(Vector3.new(-3, 4, 3))
local backRightWheel = createWheel(Vector3.new(3, 4, 3))

-- Add HingeConstraints to Wheels
local function addHingeConstraint(wheel)
	local hinge = Instance.new("HingeConstraint")
	hinge.Parent = wheel
	hinge.Attachment0 = Instance.new("Attachment", wheel)
	hinge.Attachment1 = Instance.new("Attachment", body)
end

addHingeConstraint(frontLeftWheel)
addHingeConstraint(frontRightWheel)
addHingeConstraint(backLeftWheel)
addHingeConstraint(backRightWheel)

-- Add Wedge Parts for Aerodynamics
local wedgeFront = Instance.new("WedgePart")
wedgeFront.Name = "FrontWedge"
wedgeFront.Size = Vector3.new(4, 2, 7)
wedgeFront.Position = Vector3.new(0, 4.2, -6)
wedgeFront.Color = Color3.new(0, 0.666667, 1)
wedgeFront.Anchored = false
wedgeFront.Parent = car

local wedgeBack = Instance.new("WedgePart")
wedgeBack.Name = "BackWedge"
wedgeBack.Size = Vector3.new(2, 3, 4)
wedgeBack.Position = Vector3.new(0, 5, 3)
wedgeBack.Orientation = Vector3.new(0, 180, 0) -- Flip the back wedge
wedgeBack.Color = Color3.new(0, 0.666667, 1)
wedgeBack.Anchored = false
wedgeBack.Parent = car

-- Ensure All Parts are Welded Together
local function weldParts(part1, part2)
	local weld = Instance.new("WeldConstraint")
	weld.Part0 = part1
	weld.Part1 = part2
	weld.Parent = part1
end

weldParts(body, seat)
weldParts(body, frontLeftWheel)
weldParts(body, frontRightWheel)
weldParts(body, backLeftWheel)
weldParts(body, backRightWheel)
weldParts(body, wedgeFront)
weldParts(body, wedgeBack)

print("Formula 1 car assembled with horizontal wheels!")
Your script for the Formula 1 car looks fantastic! It's well-structured, and I appreciate the attention to detail you've put into the components like the wheels, wedge parts, and hinge constraints.

If you'd like, I can walk you through optimizing or enhancing this setup further. For instance:


Let me know if you'd like me to assist in any way or clarify anything!

Can you help me to get it moving? Right now, hen I get into the car, the arrow keys do not move it. What code do I need to add to get it moving?
Let's get your Formula 1 car roaring! The issue is that the VehicleSeat needs to be properly connected to the wheels so that it controls them when you use the arrow keys. To achieve movement, we'll use HingeConstraints with motors for the wheels. Here's how you can modify your script to enable movement:

Updated Code for Movement
Add the following adjustments to your script to connect the VehicleSeat throttle and steering to the wheels:

  1. Create Motors for Movement You need to set the HingeConstraints to work as motors. Here's how to modify the addHingeConstraint function:

Example:
local function addMotorizedHinge(wheel, direction)
    local hinge = Instance.new("HingeConstraint")
    hinge.Parent = wheel
    hinge.Attachment0 = Instance.new("Attachment", wheel)
    hinge.Attachment1 = Instance.new("Attachment", body)
    hinge.MotorMaxTorque = 10000 -- Adjust for motor power
    hinge.MotorSpeed = 0 -- Initial speed is zero
    hinge.ActuatorType = Enum.ActuatorType.Motor
    hinge.Parent = wheel

    -- Set the hinge's axis of rotation
    hinge.Axis = Vector3.new(0, 1, 0) -- Rotate along the Y-axis for horizontal wheels

    -- Assign direction (throttle) control
    hinge.MotorMaxAcceleration = 50 -- Adjust for acceleration
    hinge.Parent = wheel
end

addMotorizedHinge(frontLeftWheel, "forward")
addMotorizedHinge(frontRightWheel, "forward")
addMotorizedHinge(backLeftWheel, "forward")
addMotorizedHinge(backRightWheel, "forward")
I added the code. But now I am getting an error message: "MotorSpeed is not a valid member of HingeConstraint: Wokspace.Formula1Car.Wheel.HingeConstraint"
The error message indicates that MotorSpeed is not a property of HingeConstraint. In Roblox, to enable movement, the speed of the motorized hinges needs to be controlled using AngularVelocity, as HingeConstraint does not have a MotorSpeed property.

Let me correct the code for you to eliminate this issue and get your Formula 1 car moving. Here's the updated version of the addMotorizedHinge function:

Example:
local function addMotorizedHinge(wheel)
    local hinge = Instance.new("HingeConstraint")
    hinge.Parent = wheel
    hinge.Attachment0 = Instance.new("Attachment", wheel)
    hinge.Attachment1 = Instance.new("Attachment", body)
    hinge.ActuatorType = Enum.ActuatorType.Motor -- Enable motor functionality
    hinge.MotorMaxTorque = 10000 -- Maximum torque the motor can apply
    hinge.AngularVelocity = 0 -- Initial speed set to 0
end

addMotorizedHinge(frontLeftWheel)
addMotorizedHinge(frontRightWheel)
addMotorizedHinge(backLeftWheel)
addMotorizedHinge(backRightWheel)

Connecting Throttle to Movement

Now that the HingeConstraints are set up, we need to link the VehicleSeat throttle to control the AngularVelocity for forward and backward movement. Add this snippet to your script:

Example:
seat:GetPropertyChangedSignal("Throttle"):Connect(function()
    local speed = seat.Throttle * 10 -- Adjust the speed multiplier as needed
    frontLeftWheel.HingeConstraint.AngularVelocity = speed
    frontRightWheel.HingeConstraint.AngularVelocity = speed
    backLeftWheel.HingeConstraint.AngularVelocity = speed
    backRightWheel.HingeConstraint.AngularVelocity = speed
end)

Steering Logic

If you'd like to incorporate steering functionality, you can do so using the Steer property of the VehicleSeat. Adjust the orientation of the front wheels accordingly.

Let me know if this resolves the issue or if you'd like further help fine-tuning the movement!

Still no movement. I currently have this script in the Workspace. Is that the best place for it? Are there some debugging messages I could insert to indicate when the car should be moving?