1) You're confused about what situational awareness means. It's never meant a blind spot to your field of view. If it was as simplistic as that you'd be confused every time an enemy plane passed you then saddled.
2) Since you think the game equates having an enemy plane on your dead six with 'unavoidable lack of SA' then I guess actually having SA and chopping throttle to force a 'pass through' is a fair result, what with your claim of an unfair situation created by having a front end collision model?
3) " If on player b's client player A does not collide with player b then player b doesn't collide obviously, if however in diving through player b's plane player b's client detects a collision player b dies (both collide)." I really don't think I confused you. I was very careful. I think you're confusing you. Please take the advantage of a Mulligan, in this case.
4) "The main purpose being to acknowledge its impossible to collide with something your directly moving away from." And this is where you deviate from simple physics (and the unavoidable reality of lag, for that matter). Moving in the same direction does not equate to 'moving away.' Rear end collisions happen the same way in the air as on the ground. If the plane behind you is travelling at 400 mph and you are travelling at less than 400 mph and neither of you turn then you both collide. If he turns at the last tenth of a second and misses you by mere inches on his front end .... and your SA tells you to fly straight and steady at cruise speed .... you may be the only plane that suffers damage. If the other player decides to ram your tail and you suddenly hear his engine and turn at the last second ... he may see that his plane collided where your front end shows you barely dodged .... his plane, alone, takes damage.
Avoid hubris. Embrace logic. We are all actually on your side (the best possible solution). You just refuse to accept that, it seems.
(Please, don't confuse 'front end' with what your currently viewing. It's what your PC sees - which can be more than you see.)
(1) SA does not only apply to the entire situation. SA also applies to portions of a situation. One could have excellent forward SA and terrible side and aft SA.
(2) This makes no sense at all. Strawman argument.
(3) It doesn't take a genius to figure out what I meant. Fixed it for you.
(4) It is impossible to collide with something your moving away from. If something is moving towards you while your moving away from it, that thing can collide with you, you cannot collide with it unless you reverse direction towards it. Its a very basic concept.
Collisions with bullets are handled the same as collisions with aircraft. So if you don't see someone shoot you, you won't get shot.
Yeah no. We're specifically talking about planes colliding not bullets, you don't get collision message with bullets so clearly even if bullets and planes used the same collision code there is a way to differentiate the different collisions - strawman argument.
Lastly the point i'm making is this - neither player A or player B see's a collision. Since neither see's a collision then why cause player B to crash? In a situation where player A doesn't see a collision and player B does, Player A is spared a collision because they didn't see one while player B is damaged or destroyed because he did.
In this latter situation where player B is rear ended, neither saw a collision, even though player B's client technically did, but it seems counter productive in this situation to flag one since a) its not player b's fault, its player a's, and b) player b had no way to avoid it since he couldn't' see player A in the first place. Its probably better to allow them to continue fighting their fight, better gameplay, better outcome.