Okay, thanks very much for making it clear.
It is very important to carefully chose an approach for your networking game.
As you said the approaches are different. I am going to trust and stick to what is provided by SimEthereal and put all players physic calculation on server.
So player entities on server are dynamic objects and physic calculation is done by bullet physic library and on client they are kinematic objects (remote-controlled solid objects) and remote controlled by server.
I will keep this approach and I hope i do not encounter with any problem.