If you spectate a player driving a monster truck around in the stunt tube, looping up over themselves after about one rotation the truck will simply appear to the spectator to be doing somersaults on the ground only, spinning on its x-axis, even though in reality the truck is still driving up over itself in a standard looping stunt. In a larger loop the same truck becomes horribly out of sync often appearing below the surface of the loop, and at greater speeds becomes a disaster of physx particles and clipped camera frames intertwined with the car. Both of these sync issues appear to be related to the rotation sync of a land vehicle only, and do not occur at all when performing the same stunt with wheels touching the surface while driving not flying in an airplane. The airplane’s rotational sync is faultless in both cases, Perfect I might say. I suspect this is due to a higher rotational sync rate of air vehicles. Can this higher rotational sync rate be given to all vehicles, or maybe a Bullet Sync https://wiki.multitheftauto.com/wiki/Server_mtaserver.conf#bullet_sync like option for those who wish for a greater vehicular sync rate, so as not to burden other servers with a needless waste of bandwidth?
what
planes and automobiles use practically the exact same sync tree and blender, there’s no different code path at all
besides, this is not a feature request