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Battlefield Modding Tutorials BFMODS :: View topic - increasing land speed on large maps
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

increasing land speed on large maps
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=9&t=395
Page 2 of 2

Author:  Talliarthe [ Thu Nov 18, 2004 10:52 pm ]
Post subject: 

Any modifications that involve the physics of the game will cause "lagginess" this is because all of the physics are handled client side, but position information is serverside.

There is no way to get around this with only a serverside mode.

Also with the turbo-dpv I haven't noticed any problems, although that is probably because the values are not that far apart (or its the fact that you aren't really changing the way physics are working, you are just adding an already defined object).

Author:  tanfhltu [ Thu Nov 18, 2004 10:53 pm ]
Post subject: 


Author:  tanfhltu [ Thu Nov 18, 2004 10:54 pm ]
Post subject: 


Author:  Ludwigvan [ Fri Nov 19, 2004 12:13 am ]
Post subject: 

Wow, thanks for the speedy responses. You guys know your stuff apparently and have so much helpful info here.

Heres what bothers me too: I changed the speed of that sluggish F117 to better than 2x its original speed just for fun and it was fine, nice and smooth at the new speed without client having to have a patch too. Actually, I have modified lots of c_ETPlane engines significantly and have not noticed this jerkiness bewtween client and server that land vehicles have. So I wonder ... whats up with the car and tank engines?

Author:  tanfhltu [ Fri Nov 19, 2004 12:27 am ]
Post subject: 

interresting.. so maybe bumping up the nitrus wont have any effect like that...

the only difference between tank and car engines and airplane/missile engines is that the tank/car engines provide their power through spring objects, and the airplane/missile engines apply thier power directly to the universe. maybe the third party (the springs) is whats jerkin things around.

maybe it would be better to instead of bumping up the tank/car engines, to instead just "glue" on a missile engine with things toned way down to the vehicles, and with the setInputToRoll set to the thrust button (dunno what it is off the top of my head.. u know, the "w" key). you'll hafto try it out and make sure that when you jump a dune with a tank, you don't catch too much air :lol:

Author:  Trev [ Fri Nov 19, 2004 2:18 am ]
Post subject: 

way back to the helo thing, isnt the dummy engines just wat keep the props spinning when you're sitting on the ground not moving? and to the nopropeffect thing i thought that was a second max speed limiter inplace for aircraft, that way say you could dive with a plane and pick up mad speed without making the engine spaz but its normal max is determined by the noprop effect thing

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