Go read the update list at the start of this thread faster, slowly, cause you clearly haven't!
Please explain...
. I'm also not sure if the clutch pack diff can ever *really* reach 100% locking, so the second example might be somewhat off. I think Ben, or someone equally knowledgeable, will correct it soon enough. 




) - perhaps, rather than just sending a value for the position of the steering wheel, include a rate of rotation in the packet, this might help smooth out jitter due to violent wheel movements. Also, would it be feasible to store an approximated brake point for each corner (maybe for each driver in the field too, if necessary) and attempt to reduce the jump caused by a driver stepping on the brakes in a laggy situation? If it would help deal with such issues, I could maybe save a few replays from servers at these pings? 
> FLP/m FEL : JOOS - COL SET CAR WHL ENG RES
Initial synchronisation failed
A player is disconnecting

