As multiplayer proposals go, I'm all for the 'All Calculations on the Server End,' personally. It's the simplest proposal, won't present any serious glitches, and won't require splitscreen support. Sure, there will be input lag, but a person can plan around latency. A physics engine can't. The issue with all other proposals is that they assume lag can be glossed over, or that compression will spare them. Beam's physics run calculations 2000 times a second (0.5 milliseconds). A quick Google search says it takes a few milliseconds at minimum for any two machines to so much as contact each other, before any actual information is even sent. So before we can talk about two instances of Beamng sending physics info to one another, we'll need a connection that's capable of sending information from one computer to another computer, and then sending roughly the same amount of information back to the first computer, in less than 0.5 milliseconds. Not to mention calculating the physics and compressing/uncompressing the data on both ends. That is, if I understand the problem correctly.