Where Can I Get Player Humanoid Force Values?

I’m trying to calculate a player’s probably position based on their inputs (think of it as some sort of client prediction).

On the ground, the acceleration is more or less instant, which is good enough for my estimates. (within 1 stud)
In the air though, it’s not.

Where is the value for air acceleration for humanoid:Move()?

What is this for?

Im pretty sure you can read the player’s velocity by printing rootPart.Velocity. Maybe that will help?

Got an issue with implementing some lag compensation. The server is consistently behind where the player is by about 0.1s (not including lag, which can be adjusted for).

I want to send the player’s input data for that duration (basically ‘predicting’ where they will be in 0.1s time based on their inputs).

I’ll need some way to calculate where the player will be. If the player is grounded, I can do something basic like s = ut.

If the player is moving in the air I’ll need to use something like:
s = ut * 1/2at^2
Issue is, I don’t know what a is.

Wouldn’t doing playerPosition + (rootPart.Velocity *t) work?

No, because velocity isn’t linear.

(At least when airborne)

So… what is this actually for, why do you need to predit a player’s position?

To negate the effects of client lag

while task.wait(1) do
	print(script.Parent.PrimaryPart.Velocity)
end

image
standing still

image
walking

image
falling

thats very vague

charcharcharchar

Yeah pretty much.

We’re not really dealing with lag right now though.

Even in perfect conditions the server lags behind by about 0.1s (iirc I read something about a buffer to reduce jittering).
Whatever data the player sends will always be about 0.1s ahead of the server even with 0 ping.
THIS is what I want to ““predict””.

Currently it can predict to this degree of accuracy or better:
image

Distance is in studs.
Not jumping.

With jumping:
image

I don’t think it’s been officially documented anywhere. I think you’re best bet is to just measure the change in horizontal velocity while airborne and holding a movement key.

BasePart.Velocity