Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client and server..

On Tue, Apr 17, 2012 at 5:40 PM, Joel R. <joelru...@gmail.com> wrote:

> Where are you running this simulation code?  You need to make sure it's in
> a location that is sync'd with the server.
>
> Also, I would not use GetNetworkOrigin, as I have seen it can become too
> jittery, use GetLocalOrigin instead.
>
>
>
> On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> Doesn't the client interpolate automatically ? I thought that was what
>> the Network origin was for.
>> Anyways, I'm not really sure what they did but here's the handling code
>> I'm using, its mostly code made by the Eternal Silence guys modified to fit.
>> http://pastebin.com/6kVZJxiD
>>
>> I think they basically just use vphysics for collisions, they rotate the
>> angles and velocity directly to steer the craft.
>>
>> And also FakeJitter should be 0, I never changed it.
>>
>>
>> On Tue, Apr 17, 2012 at 4:58 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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>>>>
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