Arma Reforger's Enfusion engine uses server-authoritative vehicle physics. When you call Physics.ApplyImpulseAt() or similar force methods, they execute locally on the calling machine only—they do not replicate. This creates an immediate desync:
This affects any mod implementing runtime physics forces: dynamic center of gravity, sling loads, towing, wind effects, external damage impulses, etc.
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Key insight from MarioE (Bohemia Interactive lead script developer) on Discord regarding why external physics forces cause multiplayer issues.
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From MarioE:
"It's the solver of the Physics. It's a bullet physics thing. If you force set a position, without accounting for anything else, You break what the physics simul is solving. It's reference is now wrecked"
Explosions apply a single impulse—the Bullet solver integrates it once and moves on. Both machines receive the same network event, apply the same impulse, done.
Continuous forces (CG effects, sling loads, towing) create frame-by-frame competition:
Server and owner diverge due to network latency. When NwkMoveComponent checks deviation thresholds, it issues corrections → stutter.