Main thing is to tune the network code FH guys did some extensive work on that, so even with worse connection there ale less warps and cons are where they should be in general. This "pointing in one direction and shooting in other" is an obvious result of lag - player on your pc is shown where he was some 0,5 sec ago on his pc (his delay + yours) and he's shooting at where you've been the same 0,5 ago, hence together you see him shooting at you where you were 1 sec ago and that's quite a difference from your POV Same thing is observable in Targetware or, if you ever played it, in Red Baron 3D, although not to such extent. Network code is poor in these games and such things happen. On the other end is Il-2 (and also FH, but not as good). There the server is doing the maths and anticipating where the player should be in a moment, i.e. by adding his network delay to it's current known position on current course/manouvre. Plus you need to adjust for player's input that was different from anticipated and smooth the plane's flightpath. FH does it so-so, so you the microwarps, but in general the plane is where it's supposed to be and if it aims at you, you know he's there Il-2 really excells in this - no warps, no observable lag even with 500ms ping as long as the connection is stable. Tested, proven We even had one guy from some crappy LAN, who had 2sec ping and it was still playable against AI... That is imo a more important thing to work on instead of AI or other features It will put you off once you start fighting...
Now we need a strong TH server with warp problems solved, cause we won't have FH anymore. I'm going In! See my 109 on your six and pray