Make sure net_fakejitter is 0
On Apr 17, 2012 1:58 PM, "Joel R." <joelru...@gmail.com> wrote:

> Also, when you added fakelag to reach about 300 ping, the red and green
> crosshairs were still sync'd perfectly.  This should not be possible unless
> you are extrapolating on the server, but even then it would go way off on
> turns.
>
> On Tue, Apr 17, 2012 at 3:55 PM, Joel R. <joelru...@gmail.com> wrote:
>
>> You will need to smooth out the origin and angles.  I'm not sure why but
>> the physics simulation cannot be followed without doing some sort of
>> smoothing to the origin/angles.  What I did was interpolate them by a small
>> amount to smooth out the kinks.  I created a "fakeOrigin" and "fakeAngles"
>> that are smoothed to the real values.
>>
>>
>> On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>
>>> using vphysics
>>>
>>>
>>> On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com> wrote:
>>>
>>>> Is the entity simulated using the physics object or bbox and
>>>> gamemovement?
>>>>
>>>>
>>>>
>>>> On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>>>
>>>>> I'm having a problem with an aircraft vehicle I've made. I asked the
>>>>> Eternal Silence team for some pointers and they've shared their flight 
>>>>> code
>>>>> with me, but I'm still getting this weird jerkiness, even at 0ms of ping.
>>>>> I'm using the Alien Swarm SDK for this.
>>>>>
>>>>> Here's a video to show the problem :
>>>>> http://www.youtube.com/watch?v=zs64WcoD_IQ
>>>>>
>>>>> I'm really not sure what's the problem, I can post parts of the code
>>>>> here if that would help.
>>>>> Any suggestion would be greatly appreciated.
>>>>>
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>>>>>
>>>>
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>>
>
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