Author Topic: collied  (Read 5610 times)

Offline justIN

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collied
« on: November 08, 2009, 11:39:51 PM »
Why is it when ywo planes collied one plane seem's to fly away unscaved?If two planes collied shouldn't they both die,unlikely if two planes in real life collieded that :airplane: only one would die. :airplane:  :airplane:

Offline curry1

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Re: collied
« Reply #1 on: November 08, 2009, 11:40:57 PM »
Why is it when two planes collide one plane seems to fly away unscathed?If two planes collide shouldn't they both die,unlikely if two planes in real life collided that :airplane: only one would die. :airplane:  :airplane:
fixed
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Offline boomerlu

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Re: collied
« Reply #2 on: November 08, 2009, 11:48:44 PM »
http://trainers.hitechcreations.com/lag/lag.htm

Long story short, only the person who "sees" the collision is registered as collided. For example, if on your screen you collided with somebody, then you get the broken airplane. If they didn't see you collide on their screen, they fly away. Only fair way to do it.
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Offline hubsonfire

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Re: collied
« Reply #3 on: November 09, 2009, 12:09:18 AM »


Now you been collied for real, squeak.
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Offline Sunka

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Re: collied
« Reply #4 on: November 09, 2009, 12:28:48 AM »
 :lol
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Offline MachFly

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Re: collied
« Reply #5 on: November 09, 2009, 12:35:16 AM »
Why is it when ywo planes collied one plane seem's to fly away unscaved?If two planes collied shouldn't they both die,unlikely if two planes in real life collieded that :airplane: only one would die. :airplane:  :airplane:

your talking about AH2, right? not real life?
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Offline Yeager

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Re: collied
« Reply #6 on: November 09, 2009, 01:02:02 AM »
only the person who "sees" the collision is registered as collided.
It has always interested me, this explanation.  I dont understand why two players can shoot at each other at "approximately" the same time and both players registers hits, yet if they collide in an "approximate" manner only one takes damage.  I just cant help but think that the coding on this subject is inferior when compared to the coding that transmits damage from weapons. 

But hey, I do not care.  Collisions for me are rare anyway.
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Offline ScatterFire

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Re: collied
« Reply #7 on: November 09, 2009, 01:06:17 AM »
It has always interested me, this explanation.  I dont understand why two players can shoot at each other at "approximately" the same time and both players registers hits, yet if they collide in an "approximate" manner only one takes damage.  I just cant help but think that the coding on this subject is inferior when compared to the coding that transmits damage from weapons. 

But hey, I do not care.  Collisions for me are rare anyway.
The firing player is the one that determines whether the shot impacts, the results are then transmitted to the receiving end (at least how I understand it).  That way intardnet lag doesn't keep someone from hitting their target if they are de-sync'd.

For collisions, the player that sees the collision has the effect, because it is unfair to punish the player doing everything right in avoiding but intardnet lag puts them in a dangerous position in the OTHER player's viewpoint.
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Offline Infidelz

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Re: collied
« Reply #8 on: November 09, 2009, 05:07:17 AM »
I "collided" with a Mosquito after separating its engines and wings in meh 163. I did not get the kill even though it was in pieces when I hit it.

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Offline Bronk

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Re: collied
« Reply #9 on: November 09, 2009, 05:43:04 AM »
I "collided" with a Mosquito after separating its engines and wings in meh 163. I did not get the kill even though it was in pieces when I hit it.

Infidelz.

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Offline Ghosth

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Re: collied
« Reply #10 on: November 09, 2009, 06:51:25 AM »
Yeager, best explanation I can give you sir.

Imagine, for the purposes of explanation, that when you are in a 1vs 1 with an enemy plane.
That there are in fact 4 aircraft. Everything is run on your computer that has to do with you.
Ie Shooting, collisions etc. Same is true on his.

So its like the "Real you" pulling a towed target that looks like you. (he just sees the target, can't see you)
And the real him, pulling a target that looks like him. (you just see the target, you can't see him.

If you get guns on him, and "see" hits, it sends the data in a packet to his computer and his plane takes appropriate damage.

Now in a collision one side can run into the other guys target, ie the game detects that the 2 of you are in the same space. But on the other side lag makes things look slightly different. So on HIS end, he avoids the collision. He misses, the game does not detect both of you in the same space.

So you see it really does not matter who "ran" into who.

If you get a collision, you caused it, directly or indirectly.
There is virtually no way to "ram" someone where you won't take more damage than the person your trying to hit.

In order to truly do so would be like trying to run into him with your towed target. But because of lag you never know how long the rope towing it is! You would have to be out in front of him, swinging around hoping that he'll run into you.

And if he sees it, he'll probably try to miss it, or shoot it.

Many people have said they have done it, but no one has of yet ever submitted film proving a ram like this.

So, there is no ram.
If you collided, you take the damage.
If he didn't, he doesn't.

Its not real world where both planes fall, and it never will be.
Until we can have truly lag less internet, with zero ping and no packet loss.
Collisions will have to be modeled the way they are.

All you have to do is miss the collision on your end, and don't worry about what he see's on his.
Well, that and stay out of his guns of course. :)
Which is the real cause of most guys who end up in the tower cursing collisions.

Offline usvi

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Re: collied
« Reply #11 on: November 09, 2009, 08:00:27 AM »
I need more stuff to hit!
ADD BIRDS!
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Offline HighGTrn

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Re: collied
« Reply #12 on: November 09, 2009, 08:26:05 AM »
http://trainers.hitechcreations.com/lag/lag.htm

Long story short, only the person who "sees" the collision is registered as collided. For example, if on your screen you collided with somebody, then you get the broken airplane. If they didn't see you collide on their screen, they fly away. Only fair way to do it.

I don't think it is a matter of a screen seeing a collision.  As it was explained to me in a thread about 2 years ago, its a matter of the modeling engine determining whether or not it was one player or another who took the collision.  As to where the modeling engine resides and it's input originate from is still a mystery to me. 

Some have said that it is the client that provides the input and the server renders a decision and others have said that its all client and the server only renders decisions made by the client.  Still a mystery as far as I'm concerned.

However, after almost 3 years of playing this game, collisions are rare for me and the only time I seem to collide is when I do something stupid.  In other words, most of the time, collisions occur for me when its my own dang fault.

A few rules I live by to avoid collision:

1.  SA
2.  Refer to 1
3.  Never, ever take a HO unless you are willing to accept its outcome and not whine on 200 (and remember that a front aspect deflection shot is not a HO).

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Offline APDrone

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Re: collied
« Reply #13 on: November 09, 2009, 08:30:27 AM »
(Image removed from quote.)

Now you been collied for real, squeak.

You sure?  Seems more like an example of Sheltied.
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Offline Lusche

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Re: collied
« Reply #14 on: November 09, 2009, 08:35:43 AM »
I don't think it is a matter of a screen seeing a collision. 

Yes, it is.

As it was explained to me in a thread about 2 years ago, its a matter of the modeling engine determining whether or not it was one player or another who took the collision. 

No it isn't.

ome have said that it is the client that provides the input and the server renders a decision and others have said that its all client and the server only renders decisions made by the client.  Still a mystery as far as I'm concerned.

The server has nothing to do with that. He's just relaying information between your and your enemy's computer. There is not determination who "initiated" the collision, who's fault it was etc.

It's really that simple:
Collision on your screen: You take damage ("You have collided" message)
Collision on his screen: He takes damage ("XYZ has collided with you" message)



See Ghosth's explanation above, or the article about lag on the Trainer Corps website.




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