Author Topic: Collisions  (Read 831 times)

Offline ImADot

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Re: Collisions
« Reply #15 on: January 17, 2011, 09:01:01 AM »
Way to attempt a hijack of a civil (and completed) collision thread and try to turn it into another debate about weapon damage.  They are two different things.  Start a new thread if you want to have that topic discussed further.
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Offline Bronk

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Re: Collisions
« Reply #16 on: January 17, 2011, 09:03:35 AM »
Way to attempt a hijack of a civil (and completed) collision thread and try to turn it into another debate about weapon damage.  They are two different things.  Start a new thread if you want to have that topic discussed further.
And who are you referring to?
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Offline ImADot

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Re: Collisions
« Reply #17 on: January 17, 2011, 09:04:28 AM »
And who are you referring to?

Guncrasher's (semp's) post.

...your post arrived just before mine.   :salute
« Last Edit: January 17, 2011, 09:06:17 AM by ImADot »
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Offline Bronk

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Re: Collisions
« Reply #18 on: January 17, 2011, 09:11:10 AM »
Guncrasher's (semp's) post.

...your post arrived just before mine.   :salute
Ahhh  :salute
As for the people who do not get it.... you cant help those who blame their inadequacy on others.


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Offline guncrasher

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Re: Collisions
« Reply #19 on: January 17, 2011, 01:07:46 PM »
good rule if he doesn't "get it"then blame his suckage.  but the question still stands.  I move my plane out of the way to avoid his collision/bullets.  but only can avoid his collision, not the  bullets.

as for you take damage in the area where you hit the other airplane, explain how you see an airplane pass you on the left but your right wing falls off.

semp

you dont want me to ho, dont point your plane at me.

Offline Lusche

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Re: Collisions
« Reply #20 on: January 17, 2011, 01:21:00 PM »
good rule if he doesn't "get it"then blame his suckage.  but the question still stands.  I move my plane out of the way to avoid his collision/bullets.  but only can avoid his collision, not the  bullets.

You may be able to answer it yourself if you ask it differently: "What would be the consequences for gameplay? What would it mean for the shooter? How would it work out?"  
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Offline ink

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Re: Collisions
« Reply #21 on: January 17, 2011, 01:23:10 PM »
it is intirely possable to avoid nme rounds, do it all the time, at least while I was ingame, obviously if his tracers are on.....but ya its easy unless the guy has great aim.

Offline Lusche

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Re: Collisions
« Reply #22 on: January 17, 2011, 01:43:12 PM »
it is intirely possable to avoid nme rounds, do it all the time, at least while I was ingame, obviously if his tracers are on

You can and will be "hit" by enemy rounds that seem to miss you on your FE.
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Offline Wiley

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Re: Collisions
« Reply #23 on: January 17, 2011, 02:03:51 PM »
Ink-  You're avoiding them where you're seeing them, and in terms of big moves, the way you avoid them is generally the way it's avoided on the other guy's FE.  However, I know for a fact I've been watching tracers come through my canopy from a bandit but registered no damage, presumably because lag meant on his FE he was firing slightly elsewhere.  Any other plane's tracers you see are only approximately where they're actually going on his FE, which is where the hits/misses are calculated.  Last night I had a prime example of this, I watched a guy firing in a tight turn with me, tracers passing through my wings, no damage.  I'd bet on his FE he shot behind me.  And for sure, you have seen cases where a warpy guy goes past you, then a half second later you explode due to his pass.

Semp-  It's an imperfect world.  Both ways of calculating it have a downside.  If you do it on the shooter's FE, you get the occasionally blatantly obvious odd kill against you where you don't explode til he's past, and the like.  The upside is, if you are shooting at someone and see a bullet hit, it actually hit, there's no uncertainty there.

If you do the calculation on the shootee's FE, the downside is you wind up with people seeing the enemy catch a 3 second burst on their end, and nothing happens to them.  The upside, you have a greater capacity to dodge bullets defensively.

It's a better compromise to have it the way it works here, mainly due to the fact that while collisions crop up 1 or 2 times in an evening, we engage in gunnery dozens if not hundreds of times a night.  Where the enemy is on your FE when you shoot is the only thing you have to rely on when you shoot.  It is far better to have you able to trust that a bullet sprite on your screen from your bullet means he got hit, than to have it possibly not count because it didn't register on the other side.

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Offline guncrasher

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Re: Collisions
« Reply #24 on: January 17, 2011, 02:06:32 PM »
You may be able to answer it yourself if you ask it differently: "What would be the consequences for gameplay? What would it mean for the shooter? How would it work out?"  

excellent point lusche, never thought about that  :salute.  that makes more sense, you shouldda seen the face palm i did.  too bad i didnt have my camera ready.  It sucks, but oh well it serves it's purpose.

however, getting back to the collision thing, the collisions that most people are talking about is the ones, where both planes report a collision, but only one goes down.  whenever the collision thing is brought up, most people point to where one avoids it while the other doesnt.  but most collisions happens when both report a collision.  but only one goes down.  I believe this is the part that needs to be fixed.  both planes report a collision, both should go down.  as it happens now, most often than not, only one goes down.

semp
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Offline Wiley

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Re: Collisions
« Reply #25 on: January 17, 2011, 02:09:52 PM »
Actually, I have a general question-  I understand that gunnery damage takes place on the shooter's FE.  If I see damage when I pull the trigger, my target gets damaged, regardless of what anybody else sees.

I understand with collisions, if my FE sees the collision, I take damage.  However, where is the actual damage calculated, on my FE or the other guy's?  I've seen on occasion what Semp's talking about, where you see a guy pass by on the right, and your left wing falls off.

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Offline AWwrgwy

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Re: Collisions
« Reply #26 on: January 17, 2011, 02:18:50 PM »
excellent point lusche, never thought about that  :salute.  that makes more sense, you shouldda seen the face palm i did.  too bad i didnt have my camera ready.  It sucks, but oh well it serves it's purpose.

however, getting back to the collision thing, the collisions that most people are talking about is the ones, where both planes report a collision, but only one goes down.  whenever the collision thing is brought up, most people point to where one avoids it while the other doesnt.  but most collisions happens when both report a collision.  but only one goes down.  I believe this is the part that needs to be fixed.  both planes report a collision, both should go down.  as it happens now, most often than not, only one goes down.

semp

But wouldn't it again depend on what part of your aircraft collided with mine?

I have a screen shot, at home, of my entire wing slicing through the other planes wing at mid wing. I don't know what part of his wing hit on his side.

It's really the same thing as the collision argument in general.

I also contend that most of the "collision" deaths are due to getting shot in addition, or even exclusive, to being collided with.


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Offline Skuzzy

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Re: Collisions
« Reply #27 on: January 17, 2011, 02:31:07 PM »
Actually, I have a general question-  I understand that gunnery damage takes place on the shooter's FE.  If I see damage when I pull the trigger, my target gets damaged, regardless of what anybody else sees.

I understand with collisions, if my FE sees the collision, I take damage.  However, where is the actual damage calculated, on my FE or the other guy's?  I've seen on occasion what Semp's talking about, where you see a guy pass by on the right, and your left wing falls off.

Wiley.

Your computer detects the intersection with another object, then calculates the damage your plane will take from that intersection.

Sometimes we err on the damage model, where the left wing gets hit but the right wing shows the damage.  This is an art bug and the art guys get those taken care of as they are reported.  It does not effect the actual damage, only the graphical display of damage.
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Offline Wiley

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Re: Collisions
« Reply #28 on: January 17, 2011, 02:51:29 PM »
Ah, so it's the same whether I run into a building, or another plane.  Makes sense.

Do different planes/parts also have a damage component to them, or is it purely just the fact that 'You hit something with this part, now it's broken.'  I'm thinking in terms of say, the rudder of an A6M striking the wingtip of a B17.  It'd be bad for the zeke, the B17 might feel a slight jolt and check his instruments IRL.  Is that sort of thing modeled?

Wiley.
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Offline hitech

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Re: Collisions
« Reply #29 on: January 17, 2011, 03:50:44 PM »
Ah, so it's the same whether I run into a building, or another plane.  Makes sense.

Do different planes/parts also have a damage component to them, or is it purely just the fact that 'You hit something with this part, now it's broken.'  I'm thinking in terms of say, the rudder of an A6M striking the wingtip of a B17.  It'd be bad for the zeke, the B17 might feel a slight jolt and check his instruments IRL.  Is that sort of thing modeled?

Wiley.

Collisions always destroys the component, there is no partial damage.

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