We somehow solved that problem in Empires, need to lookup tho how.
Maybe we have a vehicle movement class somewhere, but I doubt that.
IIRC we had rather large issues with prediction, tho.

On 11/25/09, Christopher Harris <[email protected]> wrote:
> I'd think it be best to derive a new gamemovement class where you implement
> movement logic for how your vehicle will behave, I suggest highly to not use
> the vehicle interface because then it will require that players have a
> decent ping or it will lag big time.
>
> By making a custom gamemovement logic you can run the logic both server and
> client side meaning the player can predict it and therefore not appear to
> suffer as much from latency. You could start out simplistic with just
> getting the player to behave like a vehicle and then focus on issues such as
> suspension and decoupling turning from mouselook, etc.
>
> Mainly, with players you want movement to be responsive, and when dealing
> with latency that means that the movement code must exist on both client and
> server so they can predict what their commands will do and show it as quick
> as possible.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of David
> Kraeutmann
> Sent: Wednesday, November 25, 2009 6:21 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Looking for some advice and direction
>
> Vehicles have a couple of specific physics rules, I'd suggest creating
> a CVehiclePlayer which extends some vehicle class or interface and
> implements the needed methods.
>
> On 11/25/09, Matt Hoffman <[email protected]> wrote:
> > Why not replacing the player with a vehicle, and making him fast? Wouldn't
> > that cut an unnecessary segment out of the loop and make life more
> > peaceful/less "effin source physics grr"?
> >
> > Depends on what he's trying to accomplish.
> >
> > On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
> <[email protected]>wrote:
> >
> > > I was going to compliment you on your use of the English language, but
> > > then I realised that you should have said /effect/. :-P
> > >
> > > The player model can be defined anywhere you see fit, but it's normally
> > > done either in the player ent's Spawn() function or the GameRules'
> > > FinshPutClientInServer() - or whatever its precise name is.
> > >
> > > That's going to be a tricky way of doing things however. It could be
> > > considered a hack, but spawning the existing player ent inside a vehicle
> > > and making sure he can never leave would be much more effective.
> > >
> > > Shawn Somers wrote:
> > > > I'm relatively new to Source modding, and I need some help getting off
> > > > the ground,
> > > >
> > > > I'm trying to create a mod that replaces the player with a vehicle, bu
> > > > am having trouble determining what all I need to do in order to affect
> > > > these changes. I already have the vehicle model, (static with no anims
> > > > yet) and am capable of placing the model in a map as a static prop.
> > > >
> > > > What code do I need to change, to replace the player model with the
> > > > vehicle, and use the weapon/weapons on the vehicle?
> > > >
> > > > Where do I start?
> > > >
> > > > can someone point me in the right direction?
> > > >
> > > > Shawn
> > > >
> > > > I
> > > >
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