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				Re: UnWheel
				Posted: Wed 13 Nov , 2013 6:13 pm
				by iZumo
				Ah yeah, the other surf. modifiers would be per car, not global.
Define the jerking around map for the cars of players that had joined before you.
			 
			
					
				Re: UnWheel
				Posted: Wed 13 Nov , 2013 6:23 pm
				by iRobot
				You see them as if they are going up a ladder. They sort of teleport back and forth as if the server can't decide where to put them.
			 
			
					
				Re: UnWheel
				Posted: Wed 13 Nov , 2013 10:08 pm
				by iZumo
				Thanks, seems like it's just replicating the karma.
			 
			
					
				Re: UnWheel
				Posted: Fri 15 Nov , 2013 4:13 pm
				by iRobot
				Why does it not turn, even at low speed? Massive UNDERSTEER man.
The speed bar has around 30 segments, which for example I'll call 30mph flat out, but you can be doing 3mph and still not make some of the simplest turns.
			 
			
					
				Re: UnWheel
				Posted: Fri 15 Nov , 2013 7:24 pm
				by iZumo
				This car will remain in understeer, otherwise you'll make a nice flip
 
 
Hmm but I could parametrize lateral friction / slip further for the low speed issue.
 

 
			 
			
					
				Re: UnWheel
				Posted: Sun 17 Nov , 2013 2:27 am
				by iZumo
				Since I'm not very much catching you online, guys, Aza, can you add some code that will, clientsidedly check two variables for all vehicles, when you have the netcode problems described before?
It's these two booleans of UWSCar:
bVehicleInactive (should be all false)
bDriving (should be all true)
			 
			
					
				Re: UnWheel
				Posted: Sun 17 Nov , 2013 3:31 am
				by Azarael
				bDriving True
bVehicleInactive False
Other player was not simulating correctly. Other player began to be correctly simulated when his pawn and vehicle were respawned (I did a lap to make him briefly irrelevant to my client).
			 
			
					
				Re: UnWheel
				Posted: Sun 17 Nov , 2013 3:59 am
				by Azarael
				Think I have it.
PostNetBeginPlay attempts to assign an instance of a UWInfo. No further attempts are made if this one fails. If it does fail, KMaxSpeed is multiplied by zero. Confirming whether or not I'm right, and if I am, I'll fix this garbage.
Edit: Confirmed fixed.
			 
			
					
				Re: UnWheel
				Posted: Sun 17 Nov , 2013 5:07 am
				by iZumo
				OK, I'll look into that with next draft (hopefully tomorrow, my morning). Have you made any other changes?
			 
			
					
				Re: UnWheel
				Posted: Sun 17 Nov , 2013 11:30 am
				by Satin
				I had a little go with it today (first time) it was pretty good actually. Given that there's some off road maps where you fly through the air a bit, is there going to  be air-control like on racing, to  better control  how you hurtle through the air.