I guess it's time for another round of physics lesson: Understanding the
Theory of Collisional RelativityAlbert Kweainstein, who replaced the basic Kweatonian Physics and fundamentally transformed how we perceive the physics of the AH world, explains the concept of 'relativity':
Time, is not absolute. Therefore, the issue is "relativity".
When you have two planes A and B flying in the vicinity of each other, the position of the opponent plane which each pilots may perceive, is different to one another according to the speed of data transmission.
Many tend to think that the virtual skies of AH is a single, given "space" which is absolute, but in reality, it is nothing but a medium which relays data from both the computers behind plane A and plane B, and then which position is displayed in a relative manner to each other according to the speed of the connection.
It is fortunate that at least, modern internet connections are sufficient enough to bring down the disparity in positional calculations to a matter of milliseconds - but still, as long as data travels to and fro from different places of the Earth at different speeds, the "spacial reality" of AH is not absolute. The pilot of plane A may observe plane B 400 yards behind him, while the pilot of plane B may observe plane A 300 yards in front of him.
In other words, the spacial relation between both frontends of the two players are different. There are two different realities which are slightly different from one another, but similar enough to put coherently together and describe as a singular instance.
However, in collision instances, a tiny, minute difference in the two individual realities of plane A and B may decide the difference between collision or no collision. In this case, there may be an extreme difference in the two separate realities of plane A (which has been determined to be "collided") and plane B (which has been determined to be "not collided").
Now, the issue is this: in such instance where the relative difference is so extreme, should this also be treated as a singular instance? In A's reality, he has collided, so it is everybit fair to say that A should be damaged. However, in B's reality, he has not collided - and yet, must he suffer the consequence of something which did not happen to him at all?
Thus, enters the collision system of AH - which, in a rare fashion, decides to split the two, extremely different realities of plane A and B, und treat it separately.
It can not be done otherwise, since the current system means that as long as you watch yourself and do not collide on your own frontend, you will be safe. Therefore, there is no such thing as an unexplained, unexpected collision. If a collision did happen in which you are damaged and the opponent is not, what happened to the "other plane" is a non-issue. What happens to him, is what happens in his reality, not yours. The only thing which is important is what happened in your reality, and in that separate reality, you have collided, and thus, you are damaged.
The physical world of Aces High is solid in that matter. Every collision has a reason, and therefore, can be estimated or expected. Hitech does not play dice."
- Albert Kweainstein -
In short, when a collision event happens, whether or not you take damage is entirely determined according to what happened on your frontend, your 'reality'. What happens to the other plane is none of your business, since his frontend had nothing to do with the results of what happened to your plane. What happens is decided upon the event that transpired in your version of reality, and when you hit a plane in that reality, you will be damaged.
Asking the collision to happen when only both frontends register collision, or asking for the other plane (in his reality) to register a collision when you have,
is like saying that you should drop dead when a parallel version of yourself in a parallel dimension is hit by a car, when you in your own dimension, did not.
Gee, that sounds fair, eh?