Author Topic: Collisions  (Read 5840 times)

Offline grizz441

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Re: Collisions
« Reply #15 on: May 30, 2010, 02:16:16 AM »
Killer,  If you see the collision, you will take damage.  It's that simple, and perfectly fair.

Offline Clone155

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Re: Collisions
« Reply #16 on: May 30, 2010, 02:21:40 AM »
Killer,  If you see the collision, you will take damage.  It's that simple, and perfectly fair.

Not so. I have collided with people before unscathed, but they fall to the ground missing pieces.

Offline guncrasher

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Re: Collisions
« Reply #17 on: May 30, 2010, 02:44:20 AM »
somebody explain this to me:

why should we treat collisions any different than kills?  Why should a plane that is not even looking in my direction kill me, but treat it different when a collision occurs.  It is the same thing, but it gets treated different and it shouldnt.

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Offline Karnak

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Re: Collisions
« Reply #18 on: May 30, 2010, 03:59:19 AM »
somebody explain this to me:

why should we treat collisions any different than kills?  Why should a plane that is not even looking in my direction kill me, but treat it different when a collision occurs.  It is the same thing, but it gets treated different and it shouldnt.

semp
Because if it were treated the same it opens the game up to massive exploits.
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Offline lulu

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Re: Collisions
« Reply #19 on: May 30, 2010, 04:24:12 AM »
Hey, there is or not a collision model?

If yes, then I wish it off!  :furious

What i mean as collision model?

We have a collision ck problem due to net latencies ... ok

But when We got a collision, the effect seems following some rules.

And I don't like these rules.

Example.

If in a ho type collision I have a bit of altitude more, then I 'win' the collision !
And The opposite works too !

Do I dream?  Or Does someonelse noted this?

Another thing.
A collision kill have not to figure ! (also if one or both player go down)


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Offline Ghosth

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Re: Collisions
« Reply #20 on: May 30, 2010, 06:45:19 AM »
Guncrasher, the fact is that collisions are not at all like kills.

If you shoot at someone, on your FE you see the hit sprites, you see the parts falling off.
The game sends that person a packet saying in effect "you've just be shot at, you where hit here, here, and here, causing X damage, die. And that plane blows up.

If you collide with someone, what you see and what they see can be totally different.

If you don't believe me, next time your climbing out with friends or squadmates.

Ask him how far away he see's you at.
At the same time look to see how far away he is according to your end.

The 2 numbers will not match.

Even though the 2 of you are attempting to fly in formation.
As you keep checking the distances between the 2 of you will vary.

This is why collisions MUST be  modeled the way they are now. Period.

Anything else either leads to total anarchy, or leads to planes blowing up that clearly missed.

Forget about "it takes 2" planes, or outmoded idea's that both should take damage.
If both "see" the collision both DO take damage.

Lulu, your just plain wrong sir, and not that bright on the face of things.
HT is not going to turn collisions off just because you don't understand them.
The "rules" your complaining about are the same for everyone. So it is a level playing field.
If you fly to miss, you will miss.

Offline fbWldcat

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Re: Collisions
« Reply #21 on: May 30, 2010, 07:10:41 AM »
Would it be possible to have an automated system that determines whose "fault" it was?
Ex: Plane one begins a BnZ, leads plane two too much and collides with them, plane two really couldn't be at blame because it was the offensive move of plane one.
Ex: Plane one has levelled out and is gaining on plane two. Plane two begins a roll-type maneuver to try and get an overshoot. Plane one doesn't slow down and tries to aim directly at the rolling aircraft, he collides.
Both of these I have either seen or experienced personally. 99% of the time, the inexperienced offensive pilot is to blame, and often times, no bullets are heard, whether it be occurring to me or a squaddie or someone else. And most of the time, when no bullets are heard, the plane will lose a wing, best-case scenario. Or maybe just shorten it and say the offensive player is to blame (most always is), and in a hoing situation, both aircraft are to blame.

Btw, happy Memorial Day weekend, stay safe  :cheers:
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Offline Lusche

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Re: Collisions
« Reply #22 on: May 30, 2010, 07:37:21 AM »
Would it be possible to have an automated system that determines whose "fault" it was?

Unfortunately, no.

Also, answer Snailmans question he posted.

Seriously, go look at the single pic and what he asked you.

Please post your reply.

Almost no one campaigning for "both must take damage" ever does.
I wonder why... ;)
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Offline AWwrgwy

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Re: Collisions
« Reply #23 on: May 30, 2010, 09:02:03 AM »


Example.

If in a ho type collision I have a bit of altitude more, then I 'win' the collision !
And The opposite works too !

Do I dream?  Or Does someonelse noted this?

Another thing.
A collision kill have not to figure ! (also if one or both player go down)


 :salute

In a "HO type collision" everyone is shooting.  Part of the collision that makes someone go "boom" is a collision with bullets.



wrongway

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Offline lulu

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Re: Collisions
« Reply #24 on: May 30, 2010, 09:33:33 AM »
What I don't understand that We have net latencies?

I said I agree with this.

But only latencies or there is some model or rules too?

If latencies only then ... amen!     (<--- perhaps some buffer could solve the problem but too expensive solutions)

But if these rules exist then I'm right when
I said that than somebody tries to collide
to get kill by collisions.

And I would be able to read these rules ... if they exist.
So that i can use them too.

Not every player fire on HO.   :old:

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Offline Bronk

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Re: Collisions
« Reply #25 on: May 30, 2010, 09:39:04 AM »
Yayyy collision whines..... they feed me. :devil

What you see is what you get. Change your habits and watch them fade away. If your problem is mostly with head on collisions. Do not accept head on merges... simple really.
Many thanks to lute and lusche for picking up my slack... drank a bit too much last night. ;) :aok
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Offline RTHolmes

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Re: Collisions
« Reply #26 on: May 30, 2010, 09:59:53 AM »
What I don't understand that We have net latencies?

I said I agree with this.

But only latencies or there is some model or rules too?

If latencies only then ... amen!     (<--- perhaps some buffer could solve the problem but too expensive solutions)

But if these rules exist then I'm right when
I said that than somebody tries to collide
to get kill by collisions.

And I would be able to read these rules ... if they exist.
So that i can use them too.

Not every player fire on HO.   :old:

 :salute

I'm guessing english isnt your first language :)  not quite sure what you're asking, but the model/rules are explained fully here:

http://trainers.hitechcreations.com/lag/lag.htm
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Offline lulu

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Re: Collisions
« Reply #27 on: May 30, 2010, 10:28:09 AM »
TY for the link.

If I remember well, in HO with no fire from both planes and collision, I never
died if my plane has alt advantage.

Why?   :O

Always lucky?

I don't remember well?

Latencies apart there is something else?

Latencies only?


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Offline RTHolmes

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Re: Collisions
« Reply #28 on: May 30, 2010, 10:46:03 AM »
that does seem to be the case. I've always put it down to where the collision occurs - if you pull up at the last second your impact point is the bottom of the fuselage which is pretty strong, their impact points are prop/engine/pilot/tail all of which are weaker or fatal.
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Offline grizz441

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Re: Collisions
« Reply #29 on: May 30, 2010, 11:22:53 AM »
Not so. I have collided with people before unscathed, but they fall to the ground missing pieces.

So on your end you barely nicked them, and on their end they flew through your cockpit.  What you see is what you get.