Open foggy34 opened 10 years ago
Yeah, this is a known problem. Its a limitation of the Minecraft entity movement system. Basically our only option is to teleport the player, which updates the pitch and yaw to the last known position from the servers perspective. If the client has moved or changed pitch/yaw since then, that will not be reflected in the new location. I tried putting in some predictive coding, IE: if you have moved so far then assume the player kept moving and put the location where they were heading, compensating for lag. But its far from perfect.
The good news is that rumor has it in 1.8 they have smooth "relative teleports". I tested it with command blocks on the default 1.8 server and it was smooth as silk. Everything now rests on how Bukkit implements the method. In the past their "relative teleport" code just took the server side position and incremented it, which wouldn't help any. Hopefully they get this working, and then Movecraft figher jocks can have decent dogfights.
Feature request/bug. On a fast moving craft such as a fighter plane, it is hard to manuver. The reason is that when movecraft updates your location it also updates your pitch and yaw(i think thats right) so any change in where your looking get set to where you were looking when movecraft decided to move you. A simple test will show you what i mean: Create a craft file with cruise: true, speed: 7, and cruiseSkip: 0 and try and walk around while cruise is on. Its near impossible to move. I hope this will be implemented in a future version. Thanks foggy34