It is, Valve even said so. There is no perfect way of doing it unless physic simulations are more in sync on the server and client. Its not that we don't want less choppy vehicles, there is just no correct way of doing them atm.Fire_cube wrote:synergy managed to fix that, didn't they?
It's not like this problem is carved deep in the engine code.
HL Rally 2 Closure
27/12/2006
HL Rally 2 will no longer be developed due to problems and limitations of the Source SDK.
Some of the critical problems we experienced were:
* Vehicles were controlled by the server making them latent and not fun to play on the Internet
* Predicting the vehicles on the client failed as the client and server simulate the physics differently, causing the vehicles to get rapidly out of sync
* Correcting the predicted vehicles position made the game feel unresponsive and caused the vehicle to travel unexpected paths
* Valve themselves said that it was currently impossible to predict and therefore network vphysics objects accurately (think of the barrels in CS).
* The SDK does not allow for direct modification of physics
* Could not implement manual transmission due to SDK limitations
* RPM calculations were erratic and more often than not incorrect
* RPM values could not be recalculated accurately
Resultingly, we have decided to cease development on the mod and release parts of the source code to see if other modders can potentially overcome this issue.
We thank everyone who has supported the development of the mod, especially the contributors, members of our forums, IRC chatters, and the people at Valve who tried to help us overcome these issues.
You can still download HL Rally 1 for Half-Life 1