BodyGyro: X and Z axes are linked for some reason?

Basically- when setting the BodyGyro’s maxTorque value so that only the X or Z axes can be affected, only having one of the two makes both axes be affected by BodyGyro. So having it at maxTorque (400000,0,0) makes it act like it’s at (400000,0,400000) for some reason. This is really bothersome; I noticed this bug a while ago but just noticed it again while trying to make a minecart-riding minigame.

I think it’s relative to the object itself, not the world around it

It is,make sure the part is at world orientation when you use any body forces, if it’s not, you can edit the cframe of the bodygyro object by multiplying it by the opposite angular distance from 0 using x,y,z = cframe:toEularAnglesXYZ() and multiplying by cframe.Angles(-x,-y,-z) which ought to return you to normal world coords.

Why are you using toeuleranglesxyz thats the worst

[redacted] told me to make maxvelocity on bodypositions math.huge, maybe that’d work for gyros too.

All I know is that they don’t work the way they’re supposed to.

Yeah they bother me the way the currently work. You guys just explained how to fix it, but do I look like the kind of guy that wants to fix things myself :3