Author Topic: Head on collisions  (Read 1582 times)

Offline kvuo75

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Re: Head on collisions
« Reply #15 on: December 29, 2013, 12:16:13 AM »
was just thinking of a few effects of lag, etc...

thought experiment for "if there's a collision, both should take damage".


I'm sure you've all seen a 51 or 190 dive in on a base, not seem to pull out, but somehow "go underground" and pull up... From his end, he pulled up in time and climbed out.. from your end, it looked like he flew into the ground.

since you saw him fly into the ground, then he should die?

that's how "both sides take damage" would work.

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Offline ink

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Re: Head on collisions
« Reply #16 on: December 29, 2013, 01:25:51 AM »
was just thinking of a few effects of lag, etc...

thought experiment for "if there's a collision, both should take damage".


I'm sure you've all seen a 51 or 190 dive in on a base, not seem to pull out, but somehow "go underground" and pull up... From his end, he pulled up in time and climbed out.. from your end, it looked like he flew into the ground.

since you saw him fly into the ground, then he should die?

that's how "both sides take damage" would work.



dam good point :aok

Offline Zodiac

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Re: Head on collisions
« Reply #17 on: December 29, 2013, 01:46:10 AM »
Well said kvuo, and an analogy that might help some understand the Collision model and latency a bit better
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Offline Tilt

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Re: Head on collisions
« Reply #18 on: December 29, 2013, 04:42:36 AM »
Every player is towing an image of them selves on a rope.......

Other players can only see this image.....

The length of the rope is proportional to speed x (combined)lag.
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Offline MADe

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Re: Head on collisions
« Reply #19 on: December 29, 2013, 11:31:32 AM »
Whereas I do appreciate the knowledge offered, this tab is a "WISHLIST" is it not.

Do I need to post the definition of "WISHLIST". I was also quite specific as to the wish as well, quite small really.
All that is being bandied about is just more proof of how truly non-realtime the game is.
So I am being faulted for a wish that wants just a little more realtime, realistic gameplay. I still believe that in a nose to nose posture, inside 1000 yds, things are not that far out of whack.

Maybe I should just jack up my ping time, download multiple torrents, run a movie in the background, and play music thru puter while playing the game. All of which is quite possible for me. Then I can warp around and laugh at those who complain about it.
Which is all quite contrary too what I do, keep a low ping, lean and mean machine, honest and upright game play.

My wish still stands. Its 2014, not 1995.
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Offline Lusche

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Re: Head on collisions
« Reply #20 on: December 29, 2013, 11:44:14 AM »
Do I need to post the definition of "WISHLIST". I was also quite specific as to the wish as well, quite small really.

Your wish is still based on a faulty understanding. You last post highlights it again.
There is no advantage in collisions from a higher ping. And warping is simply a very different issue


My wish still stands. Its 2014, not 1995.

The really elegant thing about the implemented collision model: If the reasons for it that existed in 1994 would not exist anymore today, it would adapt itself. If there were no disparity due to lag, "both go down" would happen all the time.
« Last Edit: December 29, 2013, 11:48:39 AM by Lusche »
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Online The Fugitive

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Re: Head on collisions
« Reply #21 on: December 29, 2013, 12:03:00 PM »
Whereas I do appreciate the knowledge offered, this tab is a "WISHLIST" is it not.

Do I need to post the definition of "WISHLIST". I was also quite specific as to the wish as well, quite small really.
All that is being bandied about is just more proof of how truly non-realtime the game is.
So I am being faulted for a wish that wants just a little more realtime, realistic gameplay. I still believe that in a nose to nose posture, inside 1000 yds, things are not that far out of whack.

Maybe I should just jack up my ping time, download multiple torrents, run a movie in the background, and play music thru puter while playing the game. All of which is quite possible for me. Then I can warp around and laugh at those who complain about it.
Which is all quite contrary too what I do, keep a low ping, lean and mean machine, honest and upright game play.

My wish still stands. Its 2014, not 1995.

As the technology doesn't exist ...because if it was possible don't you think they would have it? .... the wish is just that, a wish.

Offline ink

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Re: Head on collisions
« Reply #22 on: December 29, 2013, 03:26:14 PM »

Offline Tinkles

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Re: Head on collisions
« Reply #23 on: December 29, 2013, 04:26:08 PM »


:lol

I was being nice about it, but you just had to do it   :rofl


 :aok
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Offline ink

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Re: Head on collisions
« Reply #24 on: December 29, 2013, 05:38:34 PM »
:lol

I was being nice about it, but you just had to do it   :rofl


 :aok

 :t


Offline lunatic1

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Re: Head on collisions
« Reply #25 on: December 30, 2013, 11:19:06 AM »
I'm not talking coming up from behind.

I'm talking nose to nose. If he comes at me nose on, I come at him nose on. There is minimum reaction time. If he is nose on, dead center in my sight. I have to be in the center of his sight. The distance is closing very rapidly. If I collide with him, he has to collide with me.
Be a little realistic here. Not coming from behind, not from the side during a scissors move. Nose to nose.

Pemby offer something constructive. Or hush. :neener:

Fug I do not try to HO, but some times you get trapped in it. See the enemy to late, its better not to turn tail. I've done that, just get it in the arse. I suppose you can make the argument he was able to duck under, but if at 1000 and less, he is still centered in the sight, I find the argument a little thin. Also your example is a fighter behind, coming up on the bomber. Again I am talking nose to nose. Both closing at 300 mph, that's 600mph closing speed. Just an example. That's a mighty quick duck.

Your right in that I should prolly roll left or right, before closure, but still with a nose to nose why should either player get a victory. Both should be dead, sitting back at base with no victory.

I am also trying to understand the fact that the opponents puter seems to get its data to the server before mine, the server makes its choice based on 1st data in, yes?
Peeps are always hollering its a hack and what not. I do not believe anyone is hacking. Its all about when the data is reported to the server. I also do not believe that if the opponents ping time is better, his data gets there 1st, server makes its programed choice. Were talking milliseconds here. Or is it about ping time?
Skuzzy has said the game does not employ lag compensation.



I took this pic while I had a HO with HOtard. You can see I am getting a good connect, good FPS. I happened to win this one, but we both should have been dead instantly.
Just trying to wrap my brain around this particular thing so I can make the right combat decision other than turning and running all the time. Which does not work a lot of the time. And then you get the rep of a runner.

As I stated from the get, nose to nose, no other scenario is implied, stated, listed or given. Want to understand why it is resolved as a victory for either player.
 :salute
you can see a ho  attempt instantly if a plane is coming straight at you. u have plenty of time to turn away--so turn--don't wait for them to turn.and where do u think he got his name.his name is a hint of what to expect..heh i'll ho you to..i think this is just another usless wine post.
« Last Edit: December 30, 2013, 11:27:48 AM by lunatic1 »
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Offline Wiley

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Re: Head on collisions
« Reply #26 on: December 30, 2013, 01:26:33 PM »
As the technology doesn't exist ...because if it was possible don't you think they would have it? .... the wish is just that, a wish.

If it was all done server side, which I believe some other games do, wouldn't it work how they want it as far as the collisions go?

As I understand it, the downside to having all the calculations server-side would be input lag.  Have things progressed enough since 2000 to make that more viable, or is the amount of input lag you'd wind up with still not 'good enough' for a game like this?

Or would there be more things that could be done by inducing lag that would make having it all server-side a much worse situation?

Wiley.
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Offline Karnak

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Re: Head on collisions
« Reply #27 on: December 30, 2013, 02:50:18 PM »
If it was all done server side, which I believe some other games do, wouldn't it work how they want it as far as the collisions go?
No.  If the collisions are done any other way what you see is what you get is out the door.
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Offline Wiley

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Re: Head on collisions
« Reply #28 on: December 30, 2013, 03:16:42 PM »
No.  If the collisions are done any other way what you see is what you get is out the door.

Forgive a simplistic question, but what am I missing?  Server tells both FE's planes are here and both FE's render it:

>                   <

Server tells both FE's planes are here and both FE's render it:

>    <

Server tells both FE's planes are here and both FE's render it:

><

Planes go boom.

Now lag would alter the timing of the FE reporting what happened, but I guess I'm just having trouble envisioning what that would look like.  Would it be a warp?  Would it be an inability to control your plane?

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

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Offline Arlo

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Re: Head on collisions
« Reply #29 on: December 30, 2013, 03:39:25 PM »