Author Topic: Collision modeling  (Read 5846 times)

Offline pigface

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« Reply #60 on: November 07, 2005, 10:54:35 PM »
I was only expressing my opinion here, and no, I am not mistaken. I simply said that in any midair colision I ever heard about, both planes go down. That is not how it happens here. Fair or not I don't care. I never said anything changed in all the time I been on. It is what it is.

Re-analyzing a piece of a quote, does no one any good, and incinuating I'm some sort of a dufus only makes you half right.

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Offline Kurt

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« Reply #61 on: November 07, 2005, 11:25:50 PM »
Quote
Originally posted by Tilt
Just imagine a system where everything happens at FE's and all the HTC server does is pass on location/status data and manage a terrain, and its objects whilst relaying the odd "system" report and radio traffic.


you can't do that Tilt... The golden rule of online gaming is that you never trust the client installation to do the work... The reason is that it opens you up to hackers.  If you have a client program that makes the decision to call it a kill, then its just a matter of time before some hacker figures out how to trigger the kill code on demand...  All of the scoring and killing has to happen on the server or you can never trust the system.
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Offline Kurt

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« Reply #62 on: November 07, 2005, 11:27:46 PM »
Quote
Originally posted by Karnak
Furball,

My SBC/Yahoo DSL service in the Bay Area jumped from 72ms pings to 150ms pings after they moved the servers.  I just switched to Speakeasy DSL and my pings are now 62ms to the AH server.

I don't think you'll see a significant decrease in ping times unless you switch ISPs.


I'm on SBC and noticed a similar jump, but the thing is, the delays are in the ATT network when I run a Trace.  So while you may have gotten lucky and got a better route in your installation, I'm pretty certain that the problem is within ATT's network.
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Offline Tilt

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« Reply #63 on: November 08, 2005, 08:18:17 AM »
Quote
Originally posted by Kurt
you can't do that Tilt...



they can and do
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Offline Kurt

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« Reply #64 on: November 08, 2005, 08:30:19 AM »
Quote
Originally posted by Tilt
they can and do


Way to quote out of context... Nicely done.  Now go read the rest of the post.  

Of course they CAN.. but it would be pretty stupid.
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Offline Tilt

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« Reply #65 on: November 08, 2005, 08:52:41 AM »
Quote
Originally posted by Kurt

Of course they CAN.. but it would be pretty stupid.


I believe  they do.................

AFAIK

When firing guns one FE reports hits on player X and ground object Y

if they are against terrain objects then the server adds up damage and reports destruction.................. ..

if they are against another player then the other players FE adds up damage and reports destruction ..........

your rides present damage status sits in your FE that way server work load and packet size is minimised.

The server can modify the lethality of stuf thru arena settings but it has no influence over ride/component hardness which sits  with the flight model in the FE.
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Offline hitech

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« Reply #66 on: November 08, 2005, 01:15:58 PM »
Thanks for calling us stupid Kurt.

HiTech

Offline BluKitty

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« Reply #67 on: November 08, 2005, 02:26:58 PM »
Quote
Originally posted by hitech
Connection speed has nothing to do with warps. Let me put it a different way.

It has bubkiss. noda, not even a small jitter would it cause.

Infact running at 28k with no  compresion on your modem would be better for smoth play then a lot of cable connects.


What DOES Matter is how much the lag varies from one packet to the next.

This is typicly caused by your position on earth, who your provider is, what routers you must go threw, but the first hop hop of your connection has very little to do with warps.

Or as it applies to AH, if your netstatus top line is flat, it makes no diffence what you connection speed is.

HiTech


æ
So if I'm loseing some packets on a 28.8k modem, and I'm loseing some packets on a DSL line, your saying the fact that more packets are being sent on the DSL will not effect things?

Usally, if your cut off it stops the flow of packets and you just don't loose a few .. you lose them all until packet flow resumes,.....

but I think it is possible, and does happen, like when something goes wrong with a router and OSPF has to reroute.... More packets means less of an impact when you do lose packets.  I'm not saying brute speed/bandwidth makes you faster somehow, but does have the POSSIBLITY to make you more stable.  I'm agreeing with you basicly, I just think high speed has the potential to be more stable.

like you said it's about getting a stable number of packets, in time, to HTC and back agin.  If you lose the same number of packets from a broadband vs. a dial-up/smaller bandwidth connection, the impact is less. 100-5=95 5% loss and 10-5=5  50%loss..... "10-5" has more impact, ½ are lost.   Wouldn't that mean the broadband is more 'stable'?

No need to answer me HiTech, I Just think I'm right about that point.  I'll shutup already, but just thought this was a 'diffrant' way of interpreting speed/bandwidth effects.  Not that these reasons would have much effect, but I do think they are there.   Maybe I'm just wrong, I don't take my advanced routers class untill next semester :D

You did already say I was wrong, not sure if I was clear in what I was saying in my frist post however.

Offline hitech

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« Reply #68 on: November 08, 2005, 02:34:14 PM »
Quote
More packets means less of an impact when you do lose packets.


DSL and modem both use/have exatly the same amout of data ie number of packets from AH.

HiTech

Offline SlapShot

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« Reply #69 on: November 08, 2005, 03:42:22 PM »
Quote
Originally posted by hitech
Thanks for calling us stupid Kurt.

HiTech


PWNED ...  :O
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Offline 2bighorn

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« Reply #70 on: November 08, 2005, 03:43:26 PM »
Why the collision is not modelled same way as weapon hits?

If on my side shot is registered other guy is hit, whether from his perspective I had a shot or not. Collisions should be the same.

Example:
I fly in straight line (auto pilot). Other guy dives on me. He pulles up and misses my tail for some 10 yds and avoids collision. Due to lag, on my side his flight path change isn't registered soon enough and he hits my tail. I die due to collision, he lives.

Both of us should die.

Offline Karnak

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« Reply #71 on: November 08, 2005, 03:55:03 PM »
2bighorn,

Why?  He didn't do anything wrong.  Why should he die when he missed your plane by 50 yards?  You are the one who messed up by not avoiding a collision.
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Offline g00b

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« Reply #72 on: November 08, 2005, 03:56:44 PM »
Because on your FE you did not avoid it. It doesn't really matter whether there is any lag or not, or if rams you on his FE or not. You still get rammed either way. Only difference is he avoided the ram on his FE thus he is not penalized for it. I doubt anyone would enjoy getting damaged by a ram they did not see. At least the current method keeps a consistent reality. What you see is what you get.

g00b
« Last Edit: November 08, 2005, 03:59:36 PM by g00b »

Offline Tilt

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« Reply #73 on: November 08, 2005, 04:15:33 PM »
Quote
Originally posted by 2bighorn
Example:
I fly in straight line (auto pilot). Other guy dives on me. He pulles up and misses my tail for some 10 yds and avoids collision. Due to lag, on my side his flight path change isn't registered soon enough and he hits my tail. I die due to collision, he lives.

 


For this form of collision to occur he has to pull up infront of you on his FE. This distance in front has to be exactly equal to the distance you travel during the delay period...........

If the delay from his FE to your FE is 120 millisecs and you are travelling at 240 TAS  then the distance infront of you has to be between................

35 to 45 feet  assuming his path is thru your intended plain of travel for the full length of his AC

Then on your FE you will see him pull up into you............
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Offline Slash27

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« Reply #74 on: November 08, 2005, 04:40:13 PM »
When should I take damage? When I collide or when Im collided with?