Sexist prick ! s <| sep |> I ' ve seen some Toshiba X 300 drives around for about $ 23 to $ 26 per TB . Of course , the WD Black trumps them with a 5 year warranty . <| sep |> I mean that sort of makes sense though right ? Wikileaks is under more pressure and scrutiny than ever before . Julian ' s internet has been cut and I doubt there has ever been a harder time for Wikileaks . They could probably use the money more than ever before but unfortunately it is kind of awkward thing to have to bring up at a time like this . <| sep |> Thank you ! 😄 <| sep |> The target rotation and position are in the space of the connectedbody . What you want to do is have the object that is the connectedbody set to either be parented to or copy the positionrotation of the controllers . For the joint drives , you ' ll see that there are some settings for the motors for linear and angular motion . Crank up the spring value of these motors , try starting with something between 10005000 , you ' ll also want to set the damper to around 100500 . Max force can also be brought down , probably between like 500010000 is what you want . Keep target position and target rotation set to zero . It also helps to bump up the mass of the rigidbody , I like 10 , and then also bump up the drag , 2 is a good number to start with . You ' ll also want to keep all the limit modes set to free . This sounds counterintuitive , but the limits are designed for when you want to have some tolerance that the joint can move around in , like a hinge that has 45 degrees in which is swings freely . Depending on your colliders , you will need to play with the values to get something that ' s good . Higher spring values with make the motion of the object feel more stiff and less laggy , but can also increase the chance that colliders will get stuck or the object will jitter when colliding . Cranking up the dampers and drag will make the collision more stable but also make things feel less snappy or lagged behind . Some amount of lag can be a nice effect for large heavy objects , but in most cases you ' ll want things to feel as stiff as you can make them . You ' ll also want to experiment with having the linear springs be stiffer than the rotation springs and vice versa . Stiffer linear springs will cause the item to rotate before being displaced which is desirable for an object like a sword , but for a smaller object like a pistol , you probably want stiffer rotational springs so that the object is displaced before rotating . For colliders , you want either a couple compound primitive colliders , or a single mesh collider that is marked ' convex '. Also on your rigidbody , you want collisions to be set to ' Continuous Dynamic ' and as set the interpolation to ' Interpolate ' You may also want to instead directly manipulate the velocity and angularVelocity of an object instead of using a configurable joint to achieve the same effect . This is down in the SteamVR Toolkit and in NewtonVR if you want to see an example of this . This method will feel super snappy and one to one , but it ' s hard to make the rotations not feel ' floppy '.