Alright, I'll explain this once.
I have a custom character, I have removed the original ROBLOX character, that walks around, moves limbs and stuff, and added my own character that slides around on the ground, and shoots stuff.
I'll call the character a Tank.
The tank is moving faster (not much faster) on the client than the server. The problem is, when the client goes to shoot, on the client it looks as if the bullet is going through a pellet. Now, on the server it looks as if the client is in a totally different position than the client, since the client is going faster than the server can.
I CAN delay the client and wait for the server to catch up, but that would defeat the purpose of me going through all the work to create no input lag on the client. I am trying to make the server predict where the tank should be on the client. The problem is, I don't know how.
I have the client's ping, in seconds, but I don't know what kind of algorithm is used to predict where the position of a bodyPosition should be after a time. Any help would be appreciated, I am very stuck!
Please, ask questions, or DM me on Discord @Dalition#3531
The game link is: https://www.roblox.com/games/492336478/Diep-rblx
You'll see what I'm talking about.

2 comments
I was looking through luanoid, and I saw this: https://media.discordapp.net/attachments/456828170897981464/456828243824345100/unknown.png
Luanoid in its current state, sadly, is currently client-authoritative. However a lot of the work (implementing humanoids in Lua) is already done for you. You don't need to use Luanoid if you don't intend on using Roblox humanoid-likes, which you seem not to, so it may not be relevant to the direct problem.