I remember Valve said Havok doesn't want their code opened in the SDK at
all, so I doubt Valve wants to start opening anything up in the VPhysics
interface to get the functionality you want.

I chose client-side vehicles because it's the fastest solution.  You
just move the vehicle code client-side, add some checks on the server,
and you're done.  If you really want client-side prediction of vehicles,
you could code your own physics.  That's what I did for aircraft.  It's
not as hard as you would think, but that's time that could be spent
elsewhere.  The bigger disadvantage is that the load still exists on the
server.  Once you start running out of cpu cycles with higher player
counts, you'll start thinking about moving stuff to the client and
appreciate client-side vehicles.

What caused you to bring this topic up?  Are you redoing your spacecraft
movement?  I thought you had prediction, albeit not a very elegant
solution programmatically, but if it's not broken, why fix it?

John Sheu wrote:
I've come to the conclusion, finally, that the Source engine in its present
form does not do multiplayer vehicles well.

>    ...
>
As far as I know, in the land of predicted multiplayer Source vehicles, Krenzo
went with client-side authoritative vehicle physics for Empiresmod (with some
server-side checking).  HLRally gave up.  I'll see what Eternal-Silence can
come up with.

-John Sheu

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