Weird networked camera.orbitObject behavior [56k warning]

There are no stupid questions, just stupid answers.
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Tiel
Posts: 25
Joined: Tue Mar 01, 2016 11:39 pm
by Tiel » Tue May 09, 2017 5:57 pm
When telling a client.camera to orbitobject around a serverside object, it will work as expected. Perfect!

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However, upon
newtonMode=true;


While the camera will perform smoothly on a localclient connection,

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any clients attempting to connect through gameconnection means will have a positively jerky experience.

Image

The camera will function fine in newtonmode as long as it's not tracking a moving serverside object. I'm convinced it's a networking issue given the circumstances but I don't know how to go about fixing it.

Help pl0x?


PS: Running T3D 3.10
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