Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
is having the same problem.

On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando <psycomma...@gmail.com>wrote:

> 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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>>>>
>>>
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>>
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