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Jay,

Are the these constants from VPHYSICS/VEHICLE.H :

         #define VEHICLE_MAX_AXLE_COUNT  4
         #define VEHICLE_MAX_GEAR_COUNT  6
         #define VEHICLE_MAX_WHEEL_COUNT (2*VEHICLE_MAX_AXLE_COUNT)

hardcoded into the Engine DLL ?

The reason I'm asking, is the buggy behaves as if it the 4 wheels
are each on their own axles.

I've been asked about implementing tracked vehicles like tanks, which
normal have multiple independently suspended "bogie wheels".  It seems
to me that one would need 8 or even 10 axles, each with a single while,
in order to do a tank properly (forget how the treads would be implemented
just yet ).

Can I we raise the Axle and Wheel counts ?

At 07:05 PM 12/14/2004, you wrote:
> >
> > So basically what your saying is Vehicle based mods are a no
> > go for the source engine?
>
>This is totally not true.  The SDK does not currently have an optimized
>network data model for vehicles, but it's completely possible to
>optimize (or otherwise redefine) the network data for vehicles in a mod.
>The current implementation works well for single player games, but it
>does use a fair amount of bandwidth.  It would be straightforward to
>move much of the data over to the client and out of the network stream.
>Without doing more analysis of your mod and the current bandwidth usage
>of vehicles it's hard to say how much you'd need to strip from the
>stream.
>
>I don't have a date for when we'll release an internally developed
>solution.
>
>Jay
>
>
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{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:    #2186709
yahoo: warrior_mike2001
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