Author Topic: Collision Model, How does it work?  (Read 9412 times)

Offline Lusche

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Re: Collision Model, How does it work?
« Reply #60 on: December 02, 2017, 04:35:24 PM »
Oh sorry, seems I missunderstood  :salute
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Offline 1stpar3

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Re: Collision Model, How does it work?
« Reply #61 on: December 02, 2017, 04:41:01 PM »
Na, in rereading, I wasnt as clear as was needed! BOURBON, maybe a eew tib lol Wee bit ,yrros :cheers:
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain

Offline Skuzzy

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Re: Collision Model, How does it work?
« Reply #62 on: December 03, 2017, 06:11:04 AM »
"Lag" is a poor word to use for this due to what most people identify for lag.  It is more accurately "time differential" or TD, if you like.
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Offline 100Coogn

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Re: Collision Model, How does it work?
« Reply #63 on: December 03, 2017, 11:36:55 AM »
IMHO:

I think some people may think that internet data travels at the speed of light.  Wish that were true...
True speed of light is only achieved in the vacuum of space.  On Earth it's a bit slower.  Even glass will slow it down a bit, which is the core component of a Fiber Optic Cable.
Now think about how far your internet data has to travel to HiTechs' server.  100's to 1000's of miles? (don't forget it has to travel back to you as well)
The little bit of time it takes to send and receive that information is enough to give each player a slightly different view of the way things happened.

In short, there is really nothing more HiTech can do to improve 'lag' as some may call it.  In this case, he is simply constrained by the Laws of Nature...  :old:

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« Last Edit: December 03, 2017, 11:49:16 AM by 100Coogn »
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Offline Shane

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Re: Collision Model, How does it work?
« Reply #64 on: December 03, 2017, 03:38:28 PM »


Like so.   :aok
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Offline 1stpar3

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Re: Collision Model, How does it work?
« Reply #65 on: December 03, 2017, 03:50:43 PM »
This reminds me of a great song!(Hope this boy knows NOT TO DO THIS)  "Loving YOU, Is Like Frying Bacon, Naked"  :x
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain

Offline grizz441

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Re: Collision Model, How does it work?
« Reply #66 on: December 03, 2017, 08:39:44 PM »
Its hard to say its "perfect". The other night I was trying to avoid someone with more E than me, and they just ran into me from behind. I get the collide, they get the kill on me, and they keep flying like nothing ever happened. I was defenseless there.

But I understand that no two computers can be in the exact same place at the exact same time. The system usually doesn't bother me, but that one time in particular made me a little annoyed.

Agreed, it's not perfect, but it is an acceptable solution in a world where non-negligible lag exists. It's better than an alternative, where you receive collision damage when you did not even see one occur. I suppose there could be a way where collision bubbles are modeled on the aircraft and say, your tail or the back half of the aircraft cannot collide.
« Last Edit: December 03, 2017, 08:41:39 PM by grizz441 »

Offline 1stpar3

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Re: Collision Model, How does it work?
« Reply #67 on: December 03, 2017, 10:39:41 PM »
Agreed, it's not perfect, but it is an acceptable solution in a world where non-negligible lag exists. It's better than an alternative, where you receive collision damage when you did not even see one occur. I suppose there could be a way where collision bubbles are modeled on the aircraft and say, your tail or the back half of the aircraft cannot collide.
NICE idea there GRIZZ  The back half is usually how all my collisions. Those situations really suck. While working for an over shoot  and he doesnt watch his throttle settings, and nine out of ten I get collided with and theRED guy just flying through me with no visible damage. So great idea SIR!
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain

Offline Scca

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Re: Collision Model, How does it work?
« Reply #68 on: December 04, 2017, 07:28:05 AM »
quit using me for your bbs post credit unless its got actual value to the discussion.  I don't ram planes on purposes nor do I think most people ram me on purpose (there was a incident where I was out of ammo but couldn't get the collision on him).  I fight close and it happens and when I do collide with some one and its my fault I own it immediately and apologize. 
and I do UNDERSTAND the collision model in here and that last statement was rhetorical (as in it didn't need an answer) about slowing my screen down.
You're the one that claimed you take damage 24 out of 25 collisions, which implied to me that you hit a lot of stuff, simple math.  If I misunderstood somewhere then my apologies. 
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Offline 19zac

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Re: Collision Model, How does it work?
« Reply #69 on: December 04, 2017, 12:45:36 PM »
Agreed, it's not perfect, but it is an acceptable solution in a world where non-negligible lag exists. It's better than an alternative, where you receive collision damage when you did not even see one occur. I suppose there could be a way where collision bubbles are modeled on the aircraft and say, your tail or the back half of the aircraft cannot collide.

Mmhm. You're right. If this were the case, then the situation on my original post would not have happened. As i mentioned the model works, but in the instance where I got rammed in the back by someone who had too much E to turn away from me on my screen, I was defenseless. Although maybe I shouldn't have put myself in a situation where I couldn't turn either  :angel:
« Last Edit: December 04, 2017, 12:48:12 PM by 19zac »
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Offline Skuzzy

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Re: Collision Model, How does it work?
« Reply #70 on: December 04, 2017, 01:01:33 PM »
Mmhm. You're right. If this were the case, then the situation on my original post would not have happened. As i mentioned the model works, but in the instance where I got rammed in the back by someone who had too much E to turn away from me on my screen, I was defenseless. Although maybe I shouldn't have put myself in a situation where I couldn't turn either  :angel:

Good SA and how to apply it, goes a long way towards ending objects intersecting with your location.

When you realized you were defenseless, the light bulbs and alarms should have gone off, "OOps, I goofed!".
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Offline FLS

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Re: Collision Model, How does it work?
« Reply #71 on: December 04, 2017, 03:15:56 PM »
Agreed, it's not perfect, but it is an acceptable solution in a world where non-negligible lag exists. It's better than an alternative, where you receive collision damage when you did not even see one occur. I suppose there could be a way where collision bubbles are modeled on the aircraft and say, your tail or the back half of the aircraft cannot collide.

You guys are wrong. It's the perfect solution because you only take damage when you have a collision. The fact that you can still get rammed from behind is just realism.

Offline hitech

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Re: Collision Model, How does it work?
« Reply #72 on: December 04, 2017, 03:28:46 PM »
You guys are wrong. It's the perfect solution because you only take damage when you have a collision. The fact that you can still get rammed from behind is just realism.

Life is not so simple, it depends if you are comparing it to utopia or reality.

HiTech

Offline FLS

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Re: Collision Model, How does it work?
« Reply #73 on: December 04, 2017, 03:54:49 PM »
Life is not so simple, it depends if you are comparing it to utopia or reality.

HiTech

Nope. It's simply the perfect solution.

Offline grizz441

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Re: Collision Model, How does it work?
« Reply #74 on: December 04, 2017, 04:48:31 PM »
You guys are wrong. It's the perfect solution because you only take damage when you have a collision. The fact that you can still get rammed from behind is just realism.

its an acceptable solution, it's not perfect. How can something be perfect when you die from a collision and your opponent doesn't take damage? It could be the best solution, it's certainly 100% a logical and acceptable solution. Honestly I think that deactivating the back half of an airplane from collisions could be a slight improvement from a game play/fairness standpoint, assuming it's possible and simple enough to code.

It would also be an acceptable solution to deactivate collision damage unless both airplanes register a collision. Less complaints for sure.