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Is your feature request related to a problem? Please describe.
No problem, ended that AI traffic is hard to run on client side.
Describe the solution you'd like
Maybe it could be possible to add server-side AI traffic to make multiplayer server more immersive.
But that maybe impossible because I think we don't have access to AI or road mapping of beamng for AI traffic.
Describe alternatives you've considered
There is no alternative.
The text was updated successfully, but these errors were encountered:
As far as I know, the simulation is taking place entirely in clients, with the BeamMP server acting sort of like a fancy proxy. The server has no knowledge of game files or a vehicle's surroundings… so this would be very challenging to do entirely server-side. It isn't really possible for a vehicle to be “owned” by the server, as it cannot simulate it at all.
It could be possible to pick a player as a “host” and have them spawn the AI traffic vehicles, simulate them, and sync their positions with everyone. However, it isn't a very elegant solution and “host” migrations would be very unpleasant with BeamNG's current vehicle loading.
The server could also maybe move vehicles down the AI paths (sent in by a client) like trains on tracks… but it would be very basic and difficult.
It is a good discussion to have though, it would be very nice, just also very difficult.
Is your feature request related to a problem? Please describe.
No problem, ended that AI traffic is hard to run on client side.
Describe the solution you'd like
Maybe it could be possible to add server-side AI traffic to make multiplayer server more immersive.
But that maybe impossible because I think we don't have access to AI or road mapping of beamng for AI traffic.
Describe alternatives you've considered
There is no alternative.
The text was updated successfully, but these errors were encountered: