How do people get the gtr FE above 852

I stayed up all night trying to get the FE and I finally got it so I instantly took it to the 1k drag and thought this is pretty good so I looked at all tunes I could find and they were all maxed at 852 then when i looked on the leaderboard I seen 889 892 is there some secret method or are they hacking

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u/ScalePretty5998 — 28 days ago
▲ 2 r/INAT

[RevShare] Looking for UE5 Network Programmer for 50-Player Medieval Convoy MVP

Hey everyone,

I’m looking for a core gameplay/network programmer to partner with on an Unreal Engine 5 medieval PvP project.

The concept is a 50-player, session-based match focused on high-stakes logistics, escorting, and ambushes. To keep things highly realistic for a small indie team, I have spent a lot of time on scope control and planning the core mechanics to keep server load low.

The match loops are match-based 25v25 maps where one team must escort a vital siege cart through a valley to breach a castle gate. Instead of a massive open world or complex free-moving physics, the mechanics are streamlined: the cart will utilize a "Possess-as-Vehicle" blueprint class to prevent network jitter, and the final structural destruction will use pre-authored animated sequences to keep things highly buildable.

My role on the project is handling the production, community building, marketing, and managing the design documents so you can focus entirely on the engine. The immediate goal is to build an offline, single-player graybox prototype to fully test the feel of the cart interaction, then step into a small multiplayer stress test, and eventually target a Steam Playtest/Kickstarter.

PORTFOLIO: This is my first major project layout and I do not have a portfolio of any kind.

I already have a clean, formatted Pitch Game Design Document ready to share that outlines the exact mechanics, player controls, and roadmap. If this sounds like a project you’d be interested in collaborating on, send me a DM and I can share the Google Doc link with you!

https://docs.google.com/document/d/1SSKaRdjPbbsB3r2xBNVXaM05cl\_tCqKFu6pzx9xqoLA/edit?usp=drivesdk

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u/ScalePretty5998 — 1 month ago

Feedback on an MVP Scope: Multiplayer Medieval Logistics & Siege Sandbox (50 Players)

​Hey everyone,

​I’m currently planning out the technical architecture for a small-scale multiplayer medieval sandbox focused heavily on physics-based logistics and siege warfare. Before I start laying down the foundational netcode, I wanted to get some feedback from experienced devs on my MVP scope to see if this is viable for a tiny team/contractor setup.

​The long-term vision is a persistent simulation, but for the MVP, I am stripping it down to a session-based, 50-player match-loop on a single map (one castle, surrounding forests, and villages) to prove out the core tech mechanics.

​The Core MVP Loop:

​Extraction: Players gather timber from a forest zone.

​Physical Logistics: Heavy resources cannot be stored in a "magic inventory." Players must load physical timber into a two-wheeled handcart blueprint. One player pushes/pulls the physics-based cart while others defend it along a road network, creating natural ambush points.

​Construction & Destruction: The gathered timber is brought to the frontline and spent to construct a single siege engine (e.g., a trebuchet) or used by defenders to repair the castle gates. The match ends when the main gate is physically breached and the courtyard is captured, or the timer runs out.

​The Tech Stack I'm Considering:

​Engine: Unreal Engine 5 (leveraging World Partition for the single zone, and Enhanced Input for directional melee/bow combat).

​Networking: Standard dedicated server hosting (since it's capped at 50 players, I'm hoping to avoid complex server-meshing/spatial partitioning architectures for this phase).

​My Questions for the Community:

​The Physical Cart: For a 50-player server, is it better to treat the handcart as a vehicle class that a player "possesses" to move, or leave it as a networked physics object that reacts to player interaction forces? I want to avoid severe jitter/desync when multiple players are interacting near it.

​Scope Check: Does this sound like a reasonable, fundable milestone for a Pre-Alpha vertical slice to show on Kickstarter, or are there hidden networking bottlenecks in physics-based destruction/logistics that I'm overlooking?

​Would love to hear your thoughts on the mechanical loop and any technical pitfalls I should watch out for early on. Thanks! Is ai generated it's just I'm not very fluent in English but this covers mostly everything thank you

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u/ScalePretty5998 — 1 month ago