I found that the easiest way to reproduce glitching was to remove rolling resistance on the server. I’ve wrapped line 95 in the SimulateMove method with an if statement that would only add rolling resistance on the client side:
if(!HasAuthority())
{
Force += GetRollingResistance();
}
This way I could have the server car running at a slow trot, while I used the client car to drive in circles around it.
A bit of an obvious tip is to set the lag to a bigger value. Two seconds worked just fine for me:
Net PktLag=2000