Author Topic: Collision Model  (Read 6655 times)

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17360
Re: Collision Model
« Reply #30 on: September 29, 2011, 02:48:34 AM »
wait until a guy comes from behind you crashed into you while you are afk and you die and he flies away with a proxie.

collision model is bs.  but it's not going to change, so just forget about it.  I find it funny that you can avoid him crashing into you but you cant avoid him shooting you down while he's on your 12.

semp
you dont want me to ho, dont point your plane at me.

Offline LCADolby

  • Platinum Member
  • ******
  • Posts: 7313
Re: Collision Model
« Reply #31 on: September 29, 2011, 06:05:05 AM »
I sit firmly in the corner that only if both aircraft collide on both players Front Ends then damage should be taken.
If one Front End detects a Collision and the other players Front End does not, then that collision is ignored and the fight resumes.
This way niether player can complain about the collision model, as both players will have collide messeges and both will most likely be falling from the sky.
 :old:
JG5 "Eismeer"
YouTube+Twitch - 20Dolby10


"BE a man and shoot me in the back" - pez

Offline FLS

  • AH Training Corps
  • Plutonium Member
  • *******
  • Posts: 11617
      • Trainer's Website
Re: Collision Model
« Reply #32 on: September 29, 2011, 06:43:28 AM »
I sit firmly in the corner that only if both aircraft collide on both players Front Ends then damage should be taken.
If one Front End detects a Collision and the other players Front End does not, then that collision is ignored and the fight resumes.
This way niether player can complain about the collision model, as both players will have collide messeges and both will most likely be falling from the sky.
 :old:

The problem with your idea is some players would try to fly through you to get gun hits and they should have a collision penalty for that. The current collision model is the best option available.

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 17921
      • Fugi's Aces Help
Re: Collision Model
« Reply #33 on: September 29, 2011, 07:42:41 AM »
wait until a guy comes from behind you crashed into you while you are afk and you die and he flies away with a proxy.

semp

And he does so because on his computer he flew over you never touching your plane.

Offline IrishOne

  • Silver Member
  • ****
  • Posts: 1529
Re: Collision Model
« Reply #34 on: September 29, 2011, 07:52:37 AM »
The current collision model is the best option available.

why is this so hard for people to understand?   seems perfectly logical to me.   on 1 screen, an airplane flies through another, causing it to lose parts or simply explode.   due to differences in internet connections or latency, on the other screen the aircraft pass within a few feet of one another, causing no damage.   if one of the players manages to NOT fly through the others windscreen, then why should he be taking a damage penalty for it?    you want a really simple fix to this problem?    don't smash your damn airplane into someone elses.    :bhead
-AoM-

Offline IrishOne

  • Silver Member
  • ****
  • Posts: 1529
Re: Collision Model
« Reply #35 on: September 29, 2011, 07:56:17 AM »
I sit firmly in the corner that only if both aircraft collide on both players Front Ends then damage should be taken.

and this is EXACLY what happens!!  :rolleyes:

if BOTH players see the collision, BOTH players recieve damage from it.   the problem people seem to have is when said collision is seen on one players screen and and a near miss is seen on the other players screen.  
-AoM-

Offline chaser

  • Nickel Member
  • ***
  • Posts: 793
Re: Collision Model
« Reply #36 on: September 29, 2011, 08:10:07 AM »
I sit firmly in the corner that only if both aircraft collide on both players Front Ends then damage should be taken.
If one Front End detects a Collision and the other players Front End does not, then that collision is ignored and the fight resumes.
This way niether player can complain about the collision model, as both players will have collide messeges and both will most likely be falling from the sky.
 :old:

Now here's an idea I like. Seems to be the most fair way to do it that I've heard yet.

Offline PFactorDave

  • Platinum Member
  • ******
  • Posts: 4334
Re: Collision Model
« Reply #37 on: September 29, 2011, 08:13:27 AM »
wait till your afk and see a bad guy fly through your plane and your given all the dmg, with no msg from them. you die and they fly away without firing. just a bit annoying, to say the least.

How do you see it if you are afk?


1st Lieutenant
FSO Liaison Officer
Rolling Thunder

Offline IrishOne

  • Silver Member
  • ****
  • Posts: 1529
Re: Collision Model
« Reply #38 on: September 29, 2011, 08:17:25 AM »
Now here's an idea I like. Seems to be the most fair way to do it that I've heard yet.

lol.  that's all we need, more HO'ers sprayin' away with no intention of breaking off because, hey, he might not see it on his end and you won't get a collision, even though you clearly just flew right through the middle of his airplane.   think about this objectively for a moment.   it is what it is now because what it is now works just fine.  it seems to be nothing more than a lack of understanding causing dissent over collision modelling
-AoM-

Offline LCADolby

  • Platinum Member
  • ******
  • Posts: 7313
Re: Collision Model
« Reply #39 on: September 29, 2011, 08:32:42 AM »
and this is EXACLY what happens!!  :rolleyes:
Exactly.  :rolleyes:

Anyway I think you have misread my post, I doubt you read it all. Had you read the whole of it you would have nothing to roll your eyes at.
But you are right the problem arises when 1 FE sees a collision and the other does not, which is what my post was getting to.
Adding that unless both FEs see a collision, nothing happens.

I suppose to put it in some context; say 2 players are in a flat scissor they are about to cross each other at the edge of a turn. One front end the lag allows him to cut across the front of his opponent with a couple of pixels to spare. While the other guy sees his opponent turn into him and appears to ram him out of the sky in a side swiping motion. The pilot that near misses curses the collision model for taking out his opponent who was giving him a decent fight. While the downed pilot is fuming with hate that the collision was entirely his opponents fault, and accuses the pilot still in flight of ramming him out of the sky. Had the system in this case been how I wish it was, both pilots would still be inflight and still fighting as only 1 FE saw the collison, so the system ignored it.

However I can see what FLS is saying, but that is no different to what is happening now. I hear it so often on range about "I'm going to ram him" and "yes it worked" as the system in it's current form is being 'gamed'. I just believe my idea is a little fairer on both players who are fighting and not gaming the game.

Anyway, Like all my ideas they can be dismissed easily.
JG5 "Eismeer"
YouTube+Twitch - 20Dolby10


"BE a man and shoot me in the back" - pez

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Collision Model
« Reply #40 on: September 29, 2011, 10:41:53 AM »

they passed very close to me. I got "You have collided" both times

You may garner more respect if you would not overstate the facts. The real fact is it was not JUST close, you collided with the other plane on your computer.

HiTech

Offline FLS

  • AH Training Corps
  • Plutonium Member
  • *******
  • Posts: 11617
      • Trainer's Website
Re: Collision Model
« Reply #41 on: September 29, 2011, 10:57:23 AM »
LCADolby somebody colliding with you on their PC without them suffering damage is not more fair. A few people exploiting the current collision model with hit or miss results is better than exploiting a different model where the player only dies if his target dies.

Maneuvering to avoid a collision should only reward the player who maneuvers to miss not the player trying to hit you.

Offline grizz441

  • Platinum Member
  • ******
  • Posts: 7000
Re: Collision Model
« Reply #42 on: September 29, 2011, 10:58:51 AM »

Offline IrishOne

  • Silver Member
  • ****
  • Posts: 1529
Re: Collision Model
« Reply #43 on: September 29, 2011, 12:07:55 PM »
Anyway I think you have misread my post, I doubt you read it all. Had you read the whole of it you would have nothing to roll your eyes at.
But you are right the problem arises when 1 FE sees a collision and the other does not, which is what my post was getting to.
Adding that unless both FEs see a collision, nothing happens.
lol.  that's all we need, more HO'ers sprayin' away with no intention of breaking off because, hey, he might not see it on his end and you won't get a collision, even though you clearly just flew right through the middle of his airplane.   think about this objectively for a moment.   it is what it is now because what it is now works just fine.  it seems to be nothing more than a lack of understanding causing dissent over collision modelling

please allow me to roll my eyes once again  :rolleyes:
-AoM-

Offline LCADolby

  • Platinum Member
  • ******
  • Posts: 7313
Re: Collision Model
« Reply #44 on: September 29, 2011, 12:22:59 PM »
please allow me to roll my eyes once again  :rolleyes:
:rolleyes: Pretty much happens now, your lack of sight bothers me. The HOers at this point in time with the current model do the same. They Hold the trigger down aimed squarely at their enemy hoping he explodes before a collide. My idea wouldnt increase HOing it would merely keep the amount of HOing the same but improve the gameplay for the ones that enjoy knife fighting and not being heavily punished by lag that is out of thier control.
JG5 "Eismeer"
YouTube+Twitch - 20Dolby10


"BE a man and shoot me in the back" - pez