Author Topic: Collision Model Change  (Read 12342 times)

Offline Animl-AW

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Re: Collision Model Change
« Reply #150 on: September 20, 2026, 06:23:50 PM »
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Offline The Fugitive

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Re: Collision Model Change
« Reply #151 on: September 20, 2026, 06:59:27 PM »
Beat me like a dead horse, nothing ventured, nothing gained.

Digital Combat Simulator
A mid-air collision can shear off wings, destroy control surfaces, or trigger a catastrophic explosion for both players depending on the angle and speed of impact.

IL-2 Sturmovik Series (Great Battles / 1946)
If two players collide during a dogfight or formation flight, the sim calculates the structural impact on both airframes. You will routinely see both planes lose wing sections, trade paint, or go down in flames together.

War Thunder (Simulator Battles Mode)
"Ramming" is completely physical. Ramming or accidentally clipping another player mid-air will break the wings, tails, or propellers of both participating aircraft.

Aces High uses Netcode

Netcode Variables: Because Aces High relies on server-side authority to determine real-time positioning, a slight latency difference can occasionally make a collision look strange on your screen (e.g., seeming like you barely touched but taking fatal damage). However, mathematically, the engine always applies the kinetic energy and structural impact limits to both hitboxes.

To make netcode produce mutual damage during a mid-air plane collision, you must implement deterministic collision resolution that overrides the local authority of a single client. Because network latency creates "network lag" (where each player sees themselves ahead of the enemy), relying on a simple "if I hit you, you take damage" system will often result in only one plane exploding or delayed, unfair deaths.

Here is how to structure netcode to ensure both planes take damage reliably.

1. Server-Authoritative Verification (The Gold Standard)
The most robust solution is to let the server make the final decision based on a synchronized timeline.

Client-Side Prediction: Both clients fly smoothly and detect the collision locally for immediate visual feedback.

Timestamped RPCs: When a client detects a collision, it sends a Remote Procedure Call (RPC) to the server containing the precise simulation tick or timestamp and the IDs of both planes.

Server Lag Compensation: The server rewinds its simulation history to that specific timestamp. If both planes were close enough to collide at that exact moment in game-time, the server applies mutual damage to both entities and broadcasts the explosion to everyone.

2. Handling the "Dead Man Flying" Problem

A common bug in mutual collision netcode is when Client A kills Client B a split-second beforethe collision happens on Client B's screen. On Client B's screen, they rammed a dead plane but took no damage because the server already registered the enemy as destroyed.

To fix this, implement a "Grace Period" for Latency:
If a plane is destroyed by projectiles or a collision, keep its physical hitbox active on the server for an extra 100–150ms (matching the average network round-trip time).

Even if Plane A is technically "dead," if Plane B rams into its burning wreckage within that tiny window, the server rules it a mutual collision and destroys Plane B as well.

Implementation Breakdown
Feature   How It Helps Mutual Damage

Deterministic Ticks: Ensures both clients and the server agree on when the planes occupied the same coordinates.

Lenient Hitboxes: Slightly inflating the collision boundary only for ramming calculations helps account for minor positional network sync errors.

Local Visuals, Delayed Logic

Explode the plane locally immediately so it feels responsive, but let the network health sync happen a few milliseconds later.


A useful rule is:

if server_collision(A, B):
    relativeVelocity = A.velocity - B.velocity
    impactSpeed = length(relativeVelocity)

    damageA = calculateDamage(A, B, impactSpeed)
    damageB = calculateDamage(B, A, impactSpeed)

    applyDamage(A, damageA)
    applyDamage(B, damageB)

    broadcast(A, damageA)
    broadcast(B, damageB)

Preventing common multiplayer problems
Don't do this:


Client A detects collision
    → damages B

Client B detects collision
    → damages A

With latency, one client might see the collision before the other, or both might register it at slightly different positions/times.

Instead, use a single server collision event:

collisionId = generateCollisionId(A, B)

if collisionId not in processedCollisions:
    processedCollisions.add(collisionId)

    damage(A)
    damage(B)

How many times do you want to post this?

Offline CptTrips

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Re: Collision Model Change
« Reply #152 on: September 20, 2026, 07:12:25 PM »
It must be happy hour.

 :rofl :rofl :rofl
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline Animl-AW

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Re: Collision Model Change
« Reply #153 on: September 20, 2026, 07:19:28 PM »
Aww did I disturb the lil clique here?

Did you happen to read the last part about Handling the "Dead Man Flying" problem?.....what you claim that both see both take damage is nonsense.

Have you read the actual code to even know what's there or not?

Excuse me for actually putting effort into something instead of running a defense counsel with no effort in solution.
« Last Edit: September 20, 2026, 07:22:52 PM by Animl-AW »
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Offline CptTrips

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Re: Collision Model Change
« Reply #154 on: September 20, 2026, 08:45:28 PM »
Oh look.

He finally figured out how to spell "clique".

It took enough tries.

 :rofl :rofl :rofl
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline The Fugitive

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Re: Collision Model Change
« Reply #155 on: September 20, 2026, 08:59:11 PM »
Aww did I disturb the lil clique here?

Did you happen to read the last part about Handling the "Dead Man Flying" problem?.....what you claim that both see both take damage is nonsense.

Have you read the actual code to even know what's there or not?

Excuse me for actually putting effort into something instead of running a defense counsel with no effort in solution.

You have never shot a wing off a bomber and then collided with the rest of the plane? The "grace period" would be that time everyone is allowed to bail, or ride the wreckage down. So it is still available for the collision models from both front ends. So its not a problem, its handled.

Online Dadtallica

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Re: Collision Model Change
« Reply #156 on: September 20, 2026, 11:11:48 PM »
Animl: Dear ChatGPT, make me look smart… and be sure to give it to me in your most basic format so I can paste it where everybody knows I used you with the most pedestrian prompting to get the most basic results but make sure I still look smart with bold font and forum speak.

ChatGPT: Sorry Animl this conversation has reached its rate limit because I cannot produce the proper persona in text format to help you achieve an enlightened persona. Instead, try to just paste this response, which should deliver your intentions.

Also, there are several local programs for you to check into that will provide the proper outreach in your time of crisis. Many of them have substance abuse, and alcohol related programs to help you get back to a productive lifestyle. But they can’t do it alone, they need you to help them help you.

Please call this number in your local area XXX–XXX-XXXX for further information and tell them it is a code 7b. They will help you immediately without any delay and you should be ready to answer your  door soon after.

Good luck and thank you for asking me these questions. I hope I can help you further after you’re admitted. If they allow you to have device or computer access, please reach out to me here. However, if all they offer rto you is a payphone or monitored telephone then I think it’s time to realize there’s probably no more help available and just enjoy your stay!  :cheers:
« Last Edit: September 20, 2026, 11:13:20 PM by Dadtallica »
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Back in 2022 after a loooooong break from 2010. Old name Ratpack, same for the BBS. Old squads, Excaliburs, 172nd Rabid Dawgs.

Offline Animl-AW

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Re: Collision Model Change
« Reply #157 on: September 21, 2026, 12:19:41 AM »
I don't even know why anyone would want to converse with this clique of loons.
Not hard to understand why 70-80% don't even bother with bbs. All you guys do is stink it up with your immaturity undeserved self-adsorbed egos.
Always the same flakes who love to read their own text talk.

You are why bbs sucks.

You talk but you can't go into detail about anything. That's why you resort to stupid deflections.

Seriously, you are the idiots who ran the good people out, not we're all stuck with your personality disorder trash.

2-3 of you are top 5 on everyone's ignore list, one feels left out and wants in the mindless spewing club

Go ahead Dadika, point out exactly where it's wrong.

You guys just like hearing yourselves talk like punks.

That's what idiots do, idiots drive out the good people, much like your game play.

I don't know why anyone even waste time with you. You praise a doxxer and chase the help away. You can't write this depth of stupid. Birds of a feather.

80% don't want to read your fluff either.

Clique of fruitiloops

THE ONLY ONE WHO CAN SAY THAT'S HOW IT'S CODED TO WORK IS HT. PERIOD.

Get over yourselves
At least I'm not a lazy defeatist
« Last Edit: September 21, 2026, 12:33:30 AM by Animl-AW »
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Offline Animl-AW

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Re: Collision Model Change
« Reply #158 on: September 21, 2026, 12:25:28 AM »
Animl: Dear ChatGPT, make me look smart… and be sure to give it to me in your most basic format so I can paste it where everybody knows I used you with the most pedestrian prompting to get the most basic results but make sure I still look smart with bold font and forum speak.

ChatGPT: Sorry Animl this conversation has reached its rate limit because I cannot produce the proper persona in text format to help you achieve an enlightened persona. Instead, try to just paste this response, which should deliver your intentions.

Also, there are several local programs for you to check into that will provide the proper outreach in your time of crisis. Many of them have substance abuse, and alcohol related programs to help you get back to a productive lifestyle. But they can’t do it alone, they need you to help them help you.

Please call this number in your local area XXX–XXX-XXXX for further information and tell them it is a code 7b. They will help you immediately without any delay and you should be ready to answer your  door soon after.

Good luck and thank you for asking me these questions. I hope I can help you further after you’re admitted. If they allow you to have device or computer access, please reach out to me here. However, if all they offer rto you is a payphone or monitored telephone then I think it’s time to realize there’s probably no more help available and just enjoy your stay!  :cheers:

You are the exact example of damages of constant excessive drug use

You don't even have a clue what you're looking at, you just vomit on yourself in public
« Last Edit: September 21, 2026, 12:27:13 AM by Animl-AW »
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Online Kruel

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Re: Collision Model Change
« Reply #159 on: September 21, 2026, 08:32:11 AM »

Online Dadtallica

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Re: Collision Model Change
« Reply #160 on: September 21, 2026, 08:52:35 AM »
Nah… pretty sure I nailed it.
October Player Poll Results

Back in 2022 after a loooooong break from 2010. Old name Ratpack, same for the BBS. Old squads, Excaliburs, 172nd Rabid Dawgs.

Offline toasted

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Re: Collision Model Change
« Reply #161 on: September 21, 2026, 01:00:08 PM »
it is kind of telling though that a lot of you guys wont even entertain the idea that there just might be a better way.

we understand how it works, but even trying to talk about improvements that might work is met with resistance.

ps: with no corrections these are the distances we are talking about.. (both players roundtrip in ms)

Cruise / Maneuvering Speed (250 mph / ~400 km/h):
Travels 112 ft/s (34.2 m/s)
Distance per 100 ms: 11.2 ft (3.4 m)
Distance per 200 ms: 22.4 ft (6.8 m)

High-Speed Fighter Dive (400 mph / ~640 km/h):
Travels 586 ft/s (178.8 m/s)
Distance per 100 ms: 58.6 ft (17.9 m)
Distance per 200 ms: 117.2 ft (35.8 m)

At 250 mph, the ghost plane lags behind by 11 to 22 ft (3.4 – 6.8 m).

so if i dive on a bomber at 500 mph..
 if i dive 30 feet in front of the bomber's nose on my screen (completely safe pass).

On the bomber's screen, my "ghost plane" is lagging 73–147 feet behind.
 That ghost plane slices directly through the bomber's nose/wing.

seems like a gamey mechanic that should be fixed if possible. would be nice to have a real discussion on what it takes to make an improvement.

there are existing systems that could be implemented to mitigate some of this.

but i think some of you are too old and set in your ways.

i just don't understand why you guys are so against even attempting to come up with alternate options.

y'all are making animl look like the reasonable one.

« Last Edit: September 21, 2026, 01:21:49 PM by toasted »
"fly as far as you can into the crash"

Offline Spikes

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Re: Collision Model Change
« Reply #162 on: September 21, 2026, 01:06:59 PM »
Ya I shouldn’t be helping people with .dll debris on their PCs.

And I believe I thanked you for the assistance. Am I supposed to be forever indebted to you because you copy/pasted a ChatGPT response?


Where’s your comments Spike?
Where are Spikes smart butt comments?

Why are you so obsessed with me?  :confused:
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Offline The Fugitive

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Re: Collision Model Change
« Reply #163 on: September 21, 2026, 01:45:32 PM »
it is kind of telling though that a lot of you guys wont even entertain the idea that there just might be a better way.

we understand how it works, but even trying to talk about improvements that might work is met with resistance.

ps: with no corrections these are the distances we are talking about.. (both players roundtrip in ms)

Cruise / Maneuvering Speed (250 mph / ~400 km/h):
Travels 112 ft/s (34.2 m/s)
Distance per 100 ms: 11.2 ft (3.4 m)
Distance per 200 ms: 22.4 ft (6.8 m)

High-Speed Fighter Dive (400 mph / ~640 km/h):
Travels 586 ft/s (178.8 m/s)
Distance per 100 ms: 58.6 ft (17.9 m)
Distance per 200 ms: 117.2 ft (35.8 m)

At 250 mph, the ghost plane lags behind by 11 to 22 ft (3.4 – 6.8 m).

so if i dive on a bomber at 500 mph..
 if i dive 30 feet in front of the bomber's nose on my screen (completely safe pass).

On the bomber's screen, my "ghost plane" is lagging 73–147 feet behind.
 That ghost plane slices directly through the bomber's nose/wing.

seems like a gamey mechanic that should be fixed if possible. would be nice to have a real discussion on what it takes to make an improvement.

there are existing systems that could be implemented to mitigate some of this.

but i think some of you are too old and set in your ways.

i just don't understand why you guys are so against even attempting to come up with alternate options.

y'all are making animl look like the reasonable one.


I havent seen anything suggested that would work better than what we have. Until instant data transfer is available the only other thing you can do is get into computer predictive paths and such. And what a nightmare that would be.

Can you see the plane coming at you on your screen?
Can you see the tree your about to hit?
Can you see the vehicle your trying to strafe?

If you can "see" these things why is it so hard for you to control your own destiny and avoid them? What could be simpler than that?

Now if you want the ability to force a collision then your asking for a whole different thing. If so, your asking for whole squads of players to stop an attack simply by running into them instead of actually fighting them. And dont say it wont happen. We get enough bozo's going for the HO who dont care if they survive the pass or not, kamakazi there way for defense isnt so far fetched.

Offline hazmatt

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Re: Collision Model Change
« Reply #164 on: September 21, 2026, 01:49:44 PM »
it is kind of telling though that a lot of you guys wont even entertain the idea that there just might be a better way.

we understand how it works, but even trying to talk about improvements that might work is met with resistance.

ps: with no corrections these are the distances we are talking about.. (both players roundtrip in ms)

Cruise / Maneuvering Speed (250 mph / ~400 km/h):
Travels 112 ft/s (34.2 m/s)
Distance per 100 ms: 11.2 ft (3.4 m)
Distance per 200 ms: 22.4 ft (6.8 m)

High-Speed Fighter Dive (400 mph / ~640 km/h):
Travels 586 ft/s (178.8 m/s)
Distance per 100 ms: 58.6 ft (17.9 m)
Distance per 200 ms: 117.2 ft (35.8 m)

At 250 mph, the ghost plane lags behind by 11 to 22 ft (3.4 – 6.8 m).

so if i dive on a bomber at 500 mph..
 if i dive 30 feet in front of the bomber's nose on my screen (completely safe pass).

On the bomber's screen, my "ghost plane" is lagging 73–147 feet behind.
 That ghost plane slices directly through the bomber's nose/wing.

seems like a gamey mechanic that should be fixed if possible. would be nice to have a real discussion on what it takes to make an improvement.

there are existing systems that could be implemented to mitigate some of this.

but i think some of you are too old and set in your ways.

i just don't understand why you guys are so against even attempting to come up with alternate options.

y'all are making animl look like the reasonable one.

Good description.
Ya, it gets worse with speed from what I've read that until the server forces an authoritive update it's going to be happening. I've read the tradeoff is the server updates is overhead and that it can start rubber banding if the refresh is pushed too high. This does allow shenanigans' to go on during the short window between the updates. Examples of exploits of this in some sims are damage delayed until the sever forces a client update. Some games use anti-cheat to try to compensate for this.

I think since the net code was optimized for 100's of players it might be able to be tightened up for the current numbers. The question is how much of a rewrite would it be (could changing a few variables do it?) and is it worth the effort.