Can someone please tell the roblox developers that lag shouldn't set a basepart's velocity to zero on the client

To elaborate better cause I don’t have the ability to post in regulars.

I’ve noticed in my game that when a player that you are racing slows down due to internet latency which is normal.

You will see it often such as this:

Notice when the player carts sort of freeze?

I created a spectate script that sets the field of view of the camera relative to the velocity of the character you are spectating.

The problem is that the server knows that the player is going at 300 studs per second but the client property shows the cart is going at 0 or 10 studs per second. This should be changed as it is messing with the physics collisions of my game.

How would you have it behave instead?

The cart can look frozen to your client but the assemblylinearvelocity property is not changed to zero.

In other words the assemblylinearvelocity can only be updated by the server regardless of latency. The client should never assume a velocity of zero or anchored