Server physics stutters on the player end whenever constraints attachments connect

I found myself in quite a pickle, whenever I create a new rope attached to the torso of this model it stays in place for one second and then updates accordingly until its time to delete the rope then it happens again, the problem is that’s quite jarring, everything related to this character is server sided, the only thing that somewhat fixed the issue (but didn’t work well with the rest of the game) was Network Ownership shenanigans. I’m in deep need of alternatives.

Script of the rope

-- On input (Player,Hit)
	if newBall ~= nil then
		
		newBall:Destroy()
		
	end
	
	newBall = SlimeBall:Clone()
	newBall.Parent = workspace.OtherTrash
	newBall.Position = Vector3.new(161,Hit.Y,Hit.Z)
	
	Debris:AddItem(newBall, 1)
	
	local rope = newBall.RopeConstraint
	rope.Length = (newBall.Slime.WorldPosition - script.Parent.Torso.SlimeTorso.WorldPosition).magnitude
	rope.Attachment1 = script.Parent.Torso.SlimeTorso

Just wondering why, but why didn’t setting the Network Ownership work well for the rest of your game?

The fact that it can be abused was off-putting at first but I couldn’t find anything that would make this thing smoother, so Network Ownership is my only option.

The issue I had with it is that it interpellates values in a different or quicker way or at least feels like it,
let’s say gravity 200 on the server was the perfect amount of downward pull for ragdolls to drop and roll around but the moment I switched the ownership it felt like I was watching the game play out at 1.5 speed.

Not to mention some finicky collisions on the player end clipping through places they shouldn’t and collisions overall being inconsistent, thank god for Collison Groups.

I would still love to get a nice solid way of doing it server sided, but from what I tested and read there is no way around this, all Constraints do this.

This suck, I’m gonna have to rewrite so much stuff all this mess just to make constraints look “ok”.