Author Topic: Friendly Collissions  (Read 526 times)

Offline Pandora

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Friendly Collissions
« on: October 06, 2013, 11:01:59 AM »
I am not 100% behind this idea or 100% against it, I would just like to see it discussed :)

Friendly Collisions (FC)

For:
It's not uncommon to see 6 planes chasing 1 con which is totally unrealistic.  If FC was enabled this would be pretty much solved.
FC was enabled back in Fighter Ace where is worked extremely well for 90% of the time.
FC could be turned off at Air Bases if people are worried about being able to land in a straight line.

Against:
"Players" would use it to intentionally bring down a "friendly" they have just had a tiff with.


I'm not sure which of these two situations annoys me the most, but they are well up there on my list of pet hates! 

Views, anyone, I dare you ;) ?  lol

Offline Lusche

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Re: Friendly Collissions
« Reply #1 on: October 06, 2013, 11:07:24 AM »
Against:
"Players" would use it to intentionally bring down a "friendly" they have just had a tiff with.


And that's why it doesn't work in the unstructured MA, in addition the the high number of new players who can't really their plane yet and don't have a clue what is happening at all.
In the end, you would have to treat any 'friendly' pilot that you don't know and trust well as a potential enemy. Not good for gameplay.
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Offline Bruv119

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Re: Friendly Collissions
« Reply #2 on: October 07, 2013, 05:22:36 PM »
sure is funny watching two guys dive in on your 6 and them hit each other.

Never used to get any proxies for that schizzle though!

whilst it is in the arena settings I'm not sure you can have it on or off on the runway?   Obviously this would be really annoying spawning in on top of someone else and just have broken planes taxiing into one another all day.

Knowing in KOTH it has to be manually turned on and off I'm guessing it would have to be added in. 
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Offline ImADot

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Re: Friendly Collissions
« Reply #3 on: October 07, 2013, 05:46:59 PM »
whilst it is in the arena settings I'm not sure you can have it on or off on the runway?

The current game engine only allows it to be on or off across the whole arena. For friendly collisions to work, there needs to be a couple of things changed; which would most likely create a whole new set of issues and complaints.

1) You would need to have collision detection turned off under a certain altitude AGL...say 50 feet and under.
2) You would need the server to crunch all the numbers to calculate everyone's position, and determine if a collision happened...instead of the current client-side calculations which are then sent to the server which then sends the data to all the other players "within the bubble".
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Offline Lusche

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Re: Friendly Collissions
« Reply #4 on: October 07, 2013, 05:51:03 PM »
2) You would need the server to crunch all the numbers to calculate everyone's position, and determine if a collision happened...instead of the current client-side calculations which are then sent to the server which then sends the data to all the other players "within the bubble".

I have to admit I can't really follow you... especially on that 'bubble' part  :huh
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Offline ImADot

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Re: Friendly Collissions
« Reply #5 on: October 07, 2013, 06:01:45 PM »
I have to admit I can't really follow you... especially on that 'bubble' part  :huh

Doesn't the positional and collision data get calculated on your front-end (client), and get sent to HTC? And then doesn't the HTC server then send all the data from everyone back out to everyone? But only renders other player objects based on a given distance from you, basically putting you in the middle of a bubble of the "world" outside of which there is nothing that your object could interact with?

We always hear "only if your front-end sees a collision, then you collided". Which to me indicates that these calculations are taking place client-side and not server-side.
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Offline Lusche

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Re: Friendly Collissions
« Reply #6 on: October 07, 2013, 06:10:49 PM »
Ah, I see what you meant with 'bubble' though when discussing collisions this term is just introducing further confusion, as one may belive there is some sort of "collision bubble" or something like that.
Players tend to get confused by lag and collisiosn enough as is  ;)

Indeed, all collision detection and computation is taking place on the client side, which it has to be, as each player is as a matter of fact flying in his 'own reality'. You can't do that "on the server", as there is nothing like a single 'server' reality both players fly in.
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Offline ImADot

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Re: Friendly Collissions
« Reply #7 on: October 07, 2013, 07:01:34 PM »
Indeed, all collision detection and computation is taking place on the client side, which it has to be, as each player is as a matter of fact flying in his 'own reality'. You can't do that "on the server", as there is nothing like a single 'server' reality both players fly in.

Apparently the Devs for War Thunder think otherwise.   ;)
From what I've seen and read, their servers run everything and you are basically remote-controlling a plane that's actually flying in their server. Indeed, when your connection is disrupted, you are helpless as you watch your plane continue in whatever manner it was flying when you ceased to be able to control it.
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Offline Lusche

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Re: Friendly Collissions
« Reply #8 on: October 07, 2013, 07:11:57 PM »
Apparently the Devs for War Thunder think otherwise.   ;)
From what I've seen and read, their servers run everything and you are basically remote-controlling a plane that's actually flying in their server.


If so, it's working on an entirely different pparadigm / programmin concept than AH and would most probably depend on having different servers on various locations all over the work to keep each player's lag as small as possible. I.e. one for the US players, one for the Europeans and so on.

This is not a detail you can simply change...

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Offline gyrene81

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Re: Friendly Collissions
« Reply #9 on: October 07, 2013, 08:47:56 PM »
If so, it's working on an entirely different pparadigm / programmin concept than AH and would most probably depend on having different servers on various locations all over the work to keep each player's lag as small as possible. I.e. one for the US players, one for the Europeans and so on.

This is not a detail you can simply change...
3 server farm locations (right now) that i know of...somewhere in euro, russia and u.s. not completely sure how the client works in relation to the server but, there is more input lag there than with ah.
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Offline Crash Orange

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Re: Friendly Collissions
« Reply #10 on: October 09, 2013, 03:19:00 AM »
Doing this would require traffic control at every field unless the altitude cutoff is set at something much higher than 50 feet. Or you could turn it off over friendly fields and have defenders hug the "immune zone" like they do CV ack.

It would also open a massive door to the kind of griefing killshooter is there to prevent - some brat gets PO'd at you and follows you around the map ramming you every time you take off.

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Offline bozon

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Re: Friendly Collissions
« Reply #11 on: October 09, 2013, 07:06:02 AM »
Realistic? yes, but what purpose will it serve? I very VERY rarely fly through a friendly once airborne and away from the runway.

I dont see any good purpose that this will serve, but I see many bad ones. The "realism" argument is very minimal in this case and does not justify it.
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Offline katanaso

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Re: Friendly Collissions
« Reply #12 on: October 09, 2013, 09:46:17 AM »
Enable it for scenarios. :)
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Offline Aspen

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Re: Friendly Collissions
« Reply #13 on: October 09, 2013, 10:19:51 AM »
How about some indication you collided but no damage.  Maybe some audio effect and/or a short joystick/weapons freeze with a message.  Yes, it would be used to annoy friendlies by some.  Really don't see a problem with the current set-up, but flying through a friendly with no effect does take away a bit of immersion.
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