-- [ Picked text/plain from multipart/alternative ] 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. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

