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The client and server have different times and ticks so it's quite possible
the 2 are different. Some more code would help.
Also, you should make it an networked entity so the client predicts it but
receives the right position from the server.

On 9/12/06, Maurino Berry <[EMAIL PROTECTED]> wrote:
>
> I'm attempting to simulate physics for an entity on the client as well
> as the server (a type of vehicle) Everything works fine except what
> feels like the 'drag' is different on the client/server, they're set
> to ignore gravity so they are hovering and a single boost with
> ApplyForceCenter/Offset results in different positions and I can't
> seem to figure out why, it's like the client has less air density
> almost, but I've made sure it's the same. Is the simulate rate of
> havok different between the client/server? or is there anything I
> should know about regarding this? Thanks.
>
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