Author Topic: Collision Model Question  (Read 1035 times)

Offline crims

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Collision Model Question
« on: August 13, 2004, 06:27:13 PM »
How Does this work >? Two planes collide only one has damage. Please don't tell me its my Connection. Because if thats how it works it should be called a Connection damage model.:confused:





Crims
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Offline Zazen13

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Collision Model Question
« Reply #1 on: August 13, 2004, 06:32:08 PM »
My problem was always this. If the game thinks 1 person collided, it should cause damage to both. How can only one person collide? If there was a collision it has to, by it's very nature, effect both regardless of connections. Simply, if one side sees a collision they must both take damage. Any method that can attribute collision damage to only one party involved is deeply flawed.

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Offline phookat

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Collision Model Question
« Reply #2 on: August 13, 2004, 06:59:56 PM »
The other guy dodged before the information regarding said dodge was received by your computer. Hence it is the responsibility of each individual pilit to ensure that he does not collide with the other plane.

The game does not exist as one unique entity.  Thus there is no single instance of "game" which can possibly "know" when two planes collide.  On one FE they collide, on the other they don't.  Data is distributed and synchronization is not instantaneous.  The right hand doesn't always know what the left is doing.

Or, as TW9 said, it's your connection.

Offline whels

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Collision Model Question
« Reply #3 on: August 13, 2004, 07:55:44 PM »
Quote
Originally posted by Zazen13
My problem was always this. If the game thinks 1 person collided, it should cause damage to both. How can only one person collide? If there was a collision it has to, by it's very nature, effect both regardless of connections. Simply, if one side sees a collision they must both take damage. Any method that can attribute collision damage to only one party involved is deeply flawed.

Zazen


if i can shoot a plane where i see it with a connection and damage it, then same 2 planes if collide should be damaged.

the plane is either where i see it for both situations or not.
not 1 is  and 1 not.

Offline Arlo

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Collision Model Question
« Reply #4 on: August 13, 2004, 08:04:48 PM »
I'm trying to read it, Whels, but I think I'm 6 or 7 beers behind ya. I'll try again when I catch up.

Offline FiLtH

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Collision Model Question
« Reply #5 on: August 14, 2004, 12:03:38 AM »
It was the same in ww2ol...one of the reasons I left that POS game.

~AoM~

Offline Karnak

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Collision Model Question
« Reply #6 on: August 14, 2004, 12:12:12 AM »
The reason it works like it does is because that is the only way that it can work in an aircombat simulation with the lag delay of the internet.

If you do it differently you end up with:

BOTH DIE) Players intentionally crashing into other players because they know the other player cannot dodge.

NO COLLISIONS) People flying right through the enemy aircraft firing from a range at which they cannot miss, e.g. inside the other aircraft.

Take your pick, but they both destroy the game as a simulation of air combat.
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Offline Redd

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Collision Model Question
« Reply #7 on: August 14, 2004, 12:26:22 AM »
Quote
Originally posted by Zazen13
My problem was always this. If the game thinks 1 person collided, it should cause damage to both. How can only one person collide? If there was a collision it has to, by it's very nature, effect both regardless of connections. Simply, if one side sees a collision they must both take damage. Any method that can attribute collision damage to only one party involved is deeply flawed.

Zazen



Why should I collide after avoiding another plane completelty on my FE

Channel 1/200 would be completely taken up with arguments and abuse about ramming. - and who's fault it was , can you imagine it  - it's bad enough now.  The DA would be as busy as a one-egged man in an ass-kicking contest.
I come from a land downunder

Offline crims

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Collision Model Question
« Reply #8 on: August 14, 2004, 08:59:51 AM »
Quote
Originally posted by Karnak
The reason it works like it does is because that is the only way that it can work in an aircombat simulation with the lag delay of the internet.

If you do it differently you end up with:

BOTH DIE) Players intentionally crashing into other players because they know the other player cannot dodge.

NO COLLISIONS) People flying right through the enemy aircraft firing from a range at which they cannot miss, e.g. inside the other aircraft.

Take your pick, but they both destroy the game as a simulation of air combat.


Well IMHO I souldn't be punished for having a Better connection.  And if the Pilots waits till he is close enough to hit me from inside my plane Im Dead anyway because we collide and I have the better conection:D


Crims
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Offline crims

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Collision Model Question
« Reply #9 on: August 14, 2004, 09:00:53 AM »
TW9 ..........What did you say:rofl


Crims  479th Raiders
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Offline Zanth

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Collision Model Question
« Reply #10 on: August 14, 2004, 09:04:52 AM »
Quote
Originally posted by whels
if i can shoot a plane where i see it with a connection and damage it, then same 2 planes if collide should be damaged.

the plane is either where i see it for both situations or not.
not 1 is  and 1 not.


Never looked at it like that before but makes sense on the surface of it.

Only one real workable solution to this so far has been turning it off.

Offline phookat

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Collision Model Question
« Reply #11 on: August 14, 2004, 10:15:25 AM »
Quote
Originally posted by Redd
Why should I collide after avoiding another plane completelty on my FE


I agree, you should not.  I haven't played the latest update yet, but if they changed it so you can take collision damage without actually overlapping polygons on *your* FE...then they need to fix it.  That's the only fair way.

Offline Redd

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Collision Model Question
« Reply #12 on: August 14, 2004, 11:36:58 AM »
Quote
Originally posted by phookat
I agree, you should not.  I haven't played the latest update yet, but if they changed it so you can take collision damage without actually overlapping polygons on *your* FE...then they need to fix it.  That's the only fair way.



No they haven't changed the strategy of how collisions are handled  Phookat , I was replying to zazen .

I personally like the way they do collisions  - just seems the bubble is too big at the moment after this adjustment.
I come from a land downunder

Offline Karnak

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Collision Model Question
« Reply #13 on: August 14, 2004, 02:10:58 PM »
Quote
Originally posted by crims
Well IMHO I souldn't be punished for having a Better connection.  And if the Pilots waits till he is close enough to hit me from inside my plane Im Dead anyway because we collide and I have the better conection:D


Crims
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You are not punished for a better connection.
Petals floating by,
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Offline ZZ3

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Collision Model Question
« Reply #14 on: August 14, 2004, 04:42:11 PM »
I think we can all agree that something is not right with this model.
If it can be adjusted, great! Lets get it done, if not, shut it down.
You made the gunnery force us to get in closer, fine, but now you get in close for a shot and get killed by debris.
I mean really, before we get features... Can we please have some big maps first.
Just a note, patch 7 was the best patch thus far. Can we go back?

ZZ3
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