Author Topic: Collision Model Question  (Read 1020 times)

Offline Widewing

  • Plutonium Member
  • *******
  • Posts: 8801
Collision Model Question
« Reply #30 on: August 15, 2004, 02:30:04 PM »
Quote
Originally posted by hitech
ramzey: The radius shouldn't have increased but your planes are more sollid then in AH1, there were possible gapes in the detection in ah1. Ill do some more testing to make sure it is working as designed.


HiTech


I can't say if it's working as designed, but I do believe it isn't working as it you had hoped. Have a look atthis thread for some screen shots indicating that collisions are occuring when aircraft simply get within proximity of each other... And then we are still left with the physical impossibility that only one aircraft is damaged in a collision, penalizing the player with the slower connection.

Since connection speed and quality is a common fault of the internet, why write the software to emphasize that fault? I think it may be better to turn off collisions altogether (we don't have friendly collisions anyway) and maybe as a side effect the HO whiners will finally learn how to avoid them.

My regards,

Widewing
My regards,

Widewing

YGBSM. Retired Member of Aces High Trainer Corps, Past President of the DFC, retired from flying as Tredlite.

Offline Widewing

  • Plutonium Member
  • *******
  • Posts: 8801
Collision Model Question
« Reply #31 on: August 15, 2004, 02:33:17 PM »
Quote
Originally posted by Arlo
Actually .... as it is right now is just fine. And it certainly isn't unfair. The server reacts to what you get on your FE. If you don't avoid ... you collide. If you avoid, you don't collide. Don't get much more fair than that. Work on collision avoidance. If the other guy is intact, he obviously did.


There's only one problem with this outlook.... It's completely wrong. You must do more than avoid, you must miss by the proverbial mile.

Read the bug reports. Try this
one

My regards,

Widewing
My regards,

Widewing

YGBSM. Retired Member of Aces High Trainer Corps, Past President of the DFC, retired from flying as Tredlite.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Collision Model Question
« Reply #32 on: August 15, 2004, 02:35:40 PM »
Acctualy those screen shots do not show the full picture do to how play back is not exatly the same as it was in the arena.


HiTech

Offline Cobra412

  • Silver Member
  • ****
  • Posts: 1393
Collision Model Question
« Reply #33 on: August 15, 2004, 02:49:48 PM »
So basically we have to disengage any fight that shows we are within the 400 range and to not press for a closer shot because we may be killed in the process?  Since the addition of collisions I've started to disengage at 200 and yet somehow even though both our FEs don't show a collision we still get damaged.

This eliminates flat scissor fights, rolling scissor fights, and most likely furballs to some extent.  Furballs will just end up being a destruction derby.
« Last Edit: August 15, 2004, 02:51:53 PM by Cobra412 »

Offline Arlo

  • Radioactive Member
  • *******
  • Posts: 24760
Collision Model Question
« Reply #34 on: August 15, 2004, 02:52:48 PM »
Quote
Originally posted by Widewing
There's only one problem with this outlook.... It's completely wrong. You must do more than avoid, you must miss by the proverbial mile.

Read the bug reports. Try this
one


1: Lack of collisions was addressed.

2: I knife fight all the time. Haven't experienced what some claim to be a "collision bubble" yet. :)*ShruG* :)
« Last Edit: August 15, 2004, 02:57:08 PM by Arlo »

Offline crims

  • Nickel Member
  • ***
  • Posts: 411
Collision Model Question
« Reply #35 on: August 15, 2004, 02:53:04 PM »
Quote
Originally posted by Arlo
Actually .... as it is right now is just fine. And it certainly isn't unfair. The server reacts to what you get on your FE. If you don't avoid ... you collide. If you avoid, you don't collide. Don't get much more fair than that. Work on collision avoidance. If the other guy is intact, he obviously did.


Arlo so My FE can tell If I Avoid or not Avoid ?



Crims
479th Raiders
Life's to Short Don't Forget To Laugh 479Th Raiders FG

Offline Murdr

  • Platinum Member
  • ******
  • Posts: 5608
      • http://479th.jasminemaire.com
Collision Model Question
« Reply #36 on: August 15, 2004, 02:53:46 PM »
From the Bug Report forum regarding this.

Quote
Originally posted by hitech
Found the bug.

HiTech

Offline Arlo

  • Radioactive Member
  • *******
  • Posts: 24760
Collision Model Question
« Reply #37 on: August 15, 2004, 02:55:10 PM »
Quote
Originally posted by crims
Arlo so My FE can tell If I Avoid or not Avoid ?



Crims
479th Raiders



Ummmm ..... yes. :D

Offline Buzzz

  • Zinc Member
  • *
  • Posts: 34
Collision Model Question
« Reply #38 on: August 15, 2004, 03:01:51 PM »
Forget all the technical stuff for a moment.  I thought the bottom line was fun.  (That SHOULD be the bottom line anyway.) That's the only reason to log into AH... to have fun.

So... I guess the question should be... does this new collision model make the game more enjoyable, interesting, and more fun for the players?  

I'm just one person but it didn't add anything to the game for me except another needless lethal complication to worry about.  No, not fun at least in my opinion.

Anyone have their enjoyment level rasied by the new collision model?  If so... please post and tell us the reason... because I think I must be missing it completely.


-Buzzz

Offline Arlo

  • Radioactive Member
  • *******
  • Posts: 24760
Collision Model Question
« Reply #39 on: August 15, 2004, 03:18:14 PM »
What new collision model? It's the same collision model! It was just broken and fixed! :D

Offline Zippatuh

  • Silver Member
  • ****
  • Posts: 963
Collision Model Question
« Reply #40 on: August 15, 2004, 03:34:03 PM »
Quote
Originally posted by ZZ3
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.
ZZ3
479th Raiders


Died more today due to collisions than bullets.  I agree here.

It looks like, from a previous post, that HiTech found what the problem is.  Very cool and I hope they get it corrected soon.

My gunnery is bad enough I get in close, and then explode due to a collision to which I really didn’t believe I ran into anything.

Offline crims

  • Nickel Member
  • ***
  • Posts: 411
Collision Model Question
« Reply #41 on: August 15, 2004, 05:34:17 PM »
Quote
Originally posted by Arlo
Ummmm ..... yes. :D



Arlo ...... If you say so :confused:   Thanks for the feed back




Crims
479th Raiders
Life's to Short Don't Forget To Laugh 479Th Raiders FG

Offline killnu

  • Gold Member
  • *****
  • Posts: 3056
Collision Model Question
« Reply #42 on: August 15, 2004, 05:41:10 PM »
Quote
The radius shouldn't have increased but your planes are more sollid then in AH1, there were possible gapes in the detection in ah1. Ill do some more testing to make sure it is working as designed


so they are tougher?  i didnt read the whole post because they all seem the same.
~S~
Karma, it follows you every where you go...

++The Blue Knights++

Offline Mugzeee

  • Silver Member
  • ****
  • Posts: 1650
Collision Model Question
« Reply #43 on: August 15, 2004, 06:03:13 PM »
It was Sooo nice to see this issue under the Rug for a change.
HT Turn off Mid airs. Its all relitive that way and the questions about such confusion will stop again. :)