Author Topic: solid gvs  (Read 681 times)

Offline E2hawkey

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solid gvs
« on: December 09, 2008, 03:52:20 PM »
Ok this might be a topic for bug report  gvs shouldint be able to drive in side eachother
sandman

Offline BigPlay

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Re: solid gvs
« Reply #1 on: December 09, 2008, 04:15:31 PM »
Ok this might be a topic for bug report  gvs shouldint be able to drive in side eachother



Please!!!!!!!!!!!! Lusche will start the technical mumbo jumbo again

Offline E2hawkey

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Re: solid gvs
« Reply #2 on: December 09, 2008, 04:20:46 PM »

Please!!!!!!!!!!!! Lusche will start the technical mumbo jumbo again
its a ligit problem though
sandman

Offline moot

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Re: solid gvs
« Reply #3 on: December 09, 2008, 04:32:16 PM »
You would possibly get the same sort of repulsion bugs as from buildings, because GVs dont just die from collisions like planes do.  They're subject to the same (prolly to a minor degree but still significant) sync problems as planes: latency means extrapolation means warps, however minor.  So if you happened to warp from outside to inside a GV, you'd either get stuck there or be flung off, which would make for some nastygrams for HTC.
Speaking of which, it would help your picture of things (if you need help with it) to realize that it's inherent to slower-than-light network, like the Internet is, to always be extrapolating velocity/acceleration info that's always late. You only call it a warp because those large jerks in motion seems out of the ordinary, but in fact planes and GVs are always riding the extrapolation smoothing curve. It's a testament to how well coded the game is (and I dont even say this with my pom-poms in the air) that you cant even tell that planes and GVs are actualy continualy and microscopicaly warping when you think they're not.

So while GVs shouldn't drive into each other (IIRC they used to be collideable), it's the least worst alternative right now.
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Offline E25280

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Re: solid gvs
« Reply #4 on: December 09, 2008, 07:33:02 PM »
Ok this might be a topic for bug report  gvs shouldint be able to drive in side eachother

Somebody lose a Tiger to a Jeep again?
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Offline RMrider

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Re: solid gvs
« Reply #5 on: December 09, 2008, 07:36:31 PM »
Somebody lose a Tiger to a Jeep again?

Wait can we do that again?  :D

 :lol
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Offline E2hawkey

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Re: solid gvs
« Reply #6 on: December 11, 2008, 11:42:52 AM »
You would possibly get the same sort of repulsion bugs as from buildings, because GVs dont just die from collisions like planes do.  They're subject to the same (prolly to a minor degree but still significant) sync problems as planes: latency means extrapolation means warps, however minor.  So if you happened to warp from outside to inside a GV, you'd either get stuck there or be flung off, which would make for some nastygrams for HTC.
Speaking of which, it would help your picture of things (if you need help with it) to realize that it's inherent to slower-than-light network, like the Internet is, to always be extrapolating velocity/acceleration info that's always late. You only call it a warp because those large jerks in motion seems out of the ordinary, but in fact planes and GVs are always riding the extrapolation smoothing curve. It's a testament to how well coded the game is (and I dont even say this with my pom-poms in the air) that you cant even tell that planes and GVs are actualy continualy and microscopicaly warping when you think they're not.

So while GVs shouldn't drive into each other (IIRC they used to be collideable), it's the least worst alternative right now.
point noted <S>
sandman

Offline Denholm

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Re: solid gvs
« Reply #7 on: December 11, 2008, 12:36:51 PM »
Somebody lose a Tiger to a Jeep again?
I miss doing that in H2H. Those guys never thought anything about it, got them every time. :P
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