I've had some discussions about this in the MA recently, and many people don't seem to realize that there is such a thing as lag even if you have a perfect 100ms ping, nor how it affects you in the game.
When you're flying AH your FE presents you with a view of where everything is that's different (sometimes wildly so) than _everyone_ elses. This is mainly due to net lag, as the FE gets your control input, sends an update to the server, that is then sent out to everyone within visual view of you. This means that even if you have a steady 100ms lag, and the other person does as well (which would be very good indeed, and probably never happens) the other person sees you where you were 0.2 seconds ago. If someone has a crappy connect, this increases, and half a second to one second lag is probably the norm. That means that you always see where everyone around you were _half_a_second_ago_, and vice versa.
So where does this leave us when it comes to gunnery and collisions? For gunnery it means that if you're shooting at someone else, he'll see you shooting behind him, i.e. where his plane was half a second ago, but that's where it shows on your FE. If you hit him, your FE sends that message to the server, which sends it to him FE and he hears the ping 1/2 a second _after_ you see the hit flashes. If you're in a headon this means that you'll almost always recieve the damage after the other guy passes you (and I've seen lots of "cheater" and "warper" cries when this happens, some people even relog even though this is perfectly normal).
For collisions this means that you can never really "ram" anyone in the game. Sure, you could try to get in front of someone else, and hope that he runs into your plane on his FE, or you could go for his nose in a headon pass, but this is a dicey tactic, that can't really be described as a "ram" IMO. The enemy can also easily avoid dying by simply pulling away from you and not hitting you. From behind it's entirely impossible to kill someone with a ram, as he's several hundred yards further ahead on his FE, so if you hit his tail you'll die (your FE sees a collision) while he'll live (his FE sees you blow up 100 yards behind or more). If you avoid the collision you'll live, everytime. If you don't, it's your own fault, since they other guy really couldn't know that you were about to collide with him (since he sees you somewhere else than you do).
This also makes a significant difference in tail chase situations, since you both see each other maybe 1/2 second _behind_ where you are on your own FE, the pursuer sees the fleeing plane closer, and the fleeing plane sees the pursuer further away. This error increases with speed (as you travel further in that 1/2 second) so that in high speed chases errors of up to 500 yards aren't uncommon. This accounts for many of those "Cheater, you killed me at 1200 yards!" cries.
I hope this was useful for someone, I see a lot of people in the arenas misunderstanding, or plain not knowing about, how net lag works in an online flight sim. I might have been rambling a bit, but I'm a little tired of all the unneccessary "cheater" calls on channel 1.
See you all up,
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Rickenbacker (Ricken)
-ISAF-
the Independent Swedish Air Force