I tested all of the joint and vector commands. Could you post a small code snippet where it is not positioning the joint correctly?
There could be a bug, but at the moment I can not duplicate what you are describing.
I will post a demo showing how to use the ray cast and vector commands to pick a physics object with the mouse I just need to convert from Tier 2.
A rigid body joint vehicle is a little harder to keep stable and is better for slow moving vehicles like tanks.
A joint vehicle works best with a Featherstone joint which is not currently available in AGK.
A ray cast vehicle is a little tricky to get stable but fortunately the Bullet Physics library has the capability.
I am currently developing a ray cast vehicle controller in tier 2, below is a development video.
I create the vehicle chassis collision shape using the convex hull decomposition app I created.
https://forum.thegamecreators.com/thread/215861
The app automatically creates a compound collision shape made from convex hull collision shapes and
allows changing the center of mass for the object. A vehicle controller needs the center of mass of the chassis
object to be lower to keep it stable in the physics simulation. To get this to work in AppGameKit Tier 1, AppGameKit would require a physics update.
I am not sure if TGC are interested in adding this to AGK.
The low FPS is an artifact of the screen capture software.
The coffee is lovely dark and deep,and I have code to write before I sleep.