A-Chassis is entirely client sided. That is why changing network ownership doesn’t do anything. As far as making A-Chassis no longer have accurate positioning, you’d need to code a whole system, such as a “Predictive Pathing” system.
I made a secondary feature request, because it was made clear to me that Predictive Pathing as a system is something Roblox never would implement themselves. My second post focused on giving us the tools to do it ourselves.
Notably:
Accurate Ping Detection is still not available. And this is really rough on creating a compensating feature, because you need to think about what is the player’s ping to the server & the player they are replicating’s ping to the server, add those together to get time, and use that with the current speed of the car to get the relating distance.
That said, even if we had ping detection, and you created this system in an efficient way (quite tough), I still wouldn’t recommend this system for A-Chassis. They way they simulate a real world car, does not handle sudden changes very well, and so for example, colliding at speed with another car, could be catastrophic, even with a system in place to get positioning a little better.
If you’re really on the hunt for such a thing, you’d be better off creating your own system. Like for example this NASCAR system. I can’t confirm exactly what they are doing, but Pummu’s Stock Cars have typically been NVL [setting network ownership to nil, aka the server] so my guess is same thing just running with Roblox’s Mechanical Constraints.
If you’d like, you can take a look at a system I made a while back. It’s lacking a suspension system. But has the basis of using constraints & handling the controls for it.
g-chassis-package.rbxm (24.5 KB)
TL;DR
- doing it with a-chassis is nearly impossible, make something from scratch
- even then, good luck managing input lag and “server slowdowns”, because that’s the current trade off
If I’m wrong and you figure it out, there are various racing games that would pay a lot of money for a copy. But as far as things go, mostly it’s either vision lag or input lag. The choice is yours.