i made a car that is controlled by bodymovers. but whenever i drive or turn, it takes about 1 second to drive, or to turn. In studio it works completely fine tho. why?
local s = script.Parent
local car = s.Parent
local stats = car.Base.Stats
local function changed(pro)
if pro == "Throttle" then
car.Base.BodyVelocity.MaxForce = Vector3.new(stats.Acceleration.Value, 0,stats.Acceleration.Value) * 4100
car.Wheels.RL.Wheel.WeldMeToTire.MaxVelocity = stats.TopSpeed.Value * s.Throttle
car.Wheels.RL.Wheel.WeldMeToTire.DesiredAngle = 5435435435434343242324365466554424354345 * s.Throttle
car.Wheels.RR.Wheel.WeldMeToTire.MaxVelocity = stats.TopSpeed.Value * s.Throttle
car.Wheels.RR.Wheel.WeldMeToTire.DesiredAngle = 5435435435434343242324365466554424354345 * s.Throttle
end
if pro == "Steer" then
car.Base.BodyAngularVelocity.AngularVelocity = Vector3.new(0,-stats.TurnSpeed.Value,0) * s.Steer
car.Wheels.FL.Axel.WeldMeToTire.MaxVelocity = 0.45
car.Wheels.FL.Axel.WeldMeToTire.DesiredAngle = -0.7 * s.Steer
car.Wheels.FR.Axel.WeldMeToTire.MaxVelocity = 0.45
car.Wheels.FR.Axel.WeldMeToTire.DesiredAngle = -0.7 * s.Steer
end
end
s.Changed:Connect(changed)
while true do
car.Base.BodyVelocity.MaxForce = Vector3.new(stats.Acceleration.Value, 0,stats.Acceleration.Value) * 4100
ok = s.CFrame.LookVector * stats.TopSpeed.Value
car.Base.BodyVelocity.Velocity = Vector3.new(ok.x,0,ok.z) * s.Throttle
wait()
end
thanks

2 comments
That's called Latency/Ping. You can get around this by setting network ownership of the car to the player that's driving it. This will however open it up to certain exploits though.
also no need to put "hell" in your title...