Returning to net code.
I still do not see at all what is so hard.
I plan to simply base a vehicleServermove() (replicated servermove) on normal servermove(). Only it will replicate the client's current force in each engine, rather than acceleration. In fact viewrotation won't even matter (well..it will if I add weapons ;p). But even with weapons... very simple code. I can even use the normal clientupdateposition code
I still do not see at all what is so hard.
I plan to simply base a vehicleServermove() (replicated servermove) on normal servermove(). Only it will replicate the client's current force in each engine, rather than acceleration. In fact viewrotation won't even matter (well..it will if I add weapons ;p). But even with weapons... very simple code. I can even use the normal clientupdateposition code