Author Topic: AC hit detetion error on moving targets  (Read 1442 times)

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Offline Lythandros

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Re: AC hit detetion error on moving targets
« Reply #30 on: July 20, 2010, 06:28:54 AM »
I also am about to give up on the AC all together due to my really bad lag 300+ avg. and my most recent skirmishes include the ac20 osiris dumping about 12 shells into a bushwhacker and it just laughing at me. The warhammer's 2xAC10's i've had the same trouble almost dying to a bushy from my ac10's obviously not registering hits, I was in full repair and he was already at about 60% armour. I got away from that bout with about 20% armour left!

 Is it possible to strip the server data load to just wireframes with damage zones seeing as the server has no use for poly's? (eg. 32 wireframes with registered damage zones and everyone going alphastrike mad would take up less data than a single polygon data packet) Using a tiny data packet would improve registered hits, and would dramatically improve lag.

Offline Nitro_R

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Re: AC hit detetion error on moving targets
« Reply #31 on: July 20, 2010, 07:32:18 AM »
Yup.
I was all about the UAC20 back in 0.2.0.
I'm all about flanking and hit-and-run with a team of fast mechs.

With the UAC now in 0.3.x, you have to have a good bead on an enemy so you can't do crazy torso twist/changing speed/turn maneuvering between shots.
It always turns into either
a) I can dodge my enemy and not get a good stream of AC shots on my opponent so I do minimal damage
or
b) I don't dodge so I can get a steady stream of AC shots on my opponent, and have to stand and tank the punishment my opponent and his surrounding mechs are dishing out.

Option A or B both as appealing to me as eating buttered toast without the toast.

So to have my cake and eat it too, I am now strictly using the LBX.

Offline Threesan

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Re: AC hit detetion error on moving targets
« Reply #32 on: July 20, 2010, 07:51:05 AM »
Is it possible to strip the server data load to just wireframes with damage zones seeing as the server has no use for poly's? (eg. 32 wireframes with registered damage zones and everyone going alphastrike mad would take up less data than a single polygon data packet) Using a tiny data packet would improve registered hits, and would dramatically improve lag.

In-game network communication between server and client has no business transmitting graphical resources (or even physics resources) -- really, the server doesn't care about the graphics at all. The clients care about graphics, but they already have copies of all the relevant graphics (and physics objects), and the server only tells the clients where to put what and in what state (with of course the vast majority of the map being unchanging, and thus never transmitted over network).

Offline nordwars

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Re: AC hit detetion error on moving targets
« Reply #33 on: July 20, 2010, 11:16:07 AM »
So to have my cake and eat it too, I am now strictly using the LBX.

I have also switched to LBX since 0.2.0. I don't really mind, I love the current LBX20! But I really can't use ACs anymore.
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Offline Ingrater

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Re: AC hit detetion error on moving targets
« Reply #34 on: July 20, 2010, 11:55:42 AM »
If you ever find a FPS game that still works well on a ping of 300 please tell me. It's highly unlikely that something computed on the server at this ping will ever get percise.
There comes a point where the talking must stop, and people have to do actual work.

Offline Lythandros

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Re: AC hit detetion error on moving targets
« Reply #35 on: July 20, 2010, 12:05:30 PM »
If you ever find a FPS game that still works well on a ping of 300 please tell me. It's highly unlikely that something computed on the server at this ping will ever get percise.

Use to play CS back in the 56k day with 1500ping and manage to get kills LOL. some were head shots of people jumping around too

Offline Ingrater

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Re: AC hit detetion error on moving targets
« Reply #36 on: July 20, 2010, 12:32:15 PM »
Well I doubt that, a ping of 1500 means a dealy of 1,5 seconds. That means between the server state and your displayed state is a differenc of 1,5 seconds. No mathematical prediction can compensate that. I've read articles about networking programming where they state that the maximum ping a FPS game should take into account is 70.
There comes a point where the talking must stop, and people have to do actual work.

Offline Nitro_R

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Re: AC hit detetion error on moving targets
« Reply #37 on: July 21, 2010, 05:30:25 AM »
Well I doubt that, a ping of 1500 means a dealy of 1,5 seconds. That means between the server state and your displayed state is a differenc of 1,5 seconds. No mathematical prediction can compensate that. I've read articles about networking programming where they state that the maximum ping a FPS game should take into account is 70.

Lythandros is correct (and old).

Actually, I played Counter-strike beta 5.2 in 1999 before client-side hit detection was INVENTED.
I played with a 56k moden and my ping was 400ms.

The only way you could hit anyone moving orthogonally (perpendicular) to your direction of aim, was to have a P90 because it had 50 bullets and you had to lead a target a good 4 meters in front of them in the direction they were traveling. 

If you were shooting at a stationary target, and were dead-on with your aim, and you fired, it would take 400ms for your hit to register and you to see blood or a hit animation.

The same would be true for 1500ms ping.
It would take 1.5seconds for a hit to register after the moment you click.

Believe me, I yelled plenty of expletives because of this phenomenon back in the good ole days.  Lag was king in those days. Usually starting with fuh and ending in king-lag! 

Offline Ingrater

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Re: AC hit detetion error on moving targets
« Reply #38 on: July 21, 2010, 07:46:58 AM »
Well but Lythandros states that is is possible to have a lag free game at a ping of 1500.

Your statemant does not support his statement in my eyes?
There comes a point where the talking must stop, and people have to do actual work.

Offline =KoS= Tripod

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Re: AC hit detetion error on moving targets
« Reply #39 on: July 21, 2010, 08:03:31 AM »
No, I think he meant that he was able to hit people

The game wasn't necessarily lag free at that ping (I'm guessing he just wanted to tell us one of his "Oh Crap!" moments)
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Offline Ingrater

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Re: AC hit detetion error on moving targets
« Reply #40 on: July 21, 2010, 08:15:16 AM »
Well if the ac's would put out 50 bullets per second, and the flight speed would be as fast as that of the CS projectiles, you would also be able to hit people ...
There comes a point where the talking must stop, and people have to do actual work.

Offline ~SJ~ Wolf

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Re: AC hit detetion error on moving targets
« Reply #41 on: July 21, 2010, 08:36:47 AM »
i've more so noiced lag on the damage updates rather than the round not hitting- i don't use ac's much so maybe it's special. sometimes i see an enemy critical and then all of a sudden he looks full health randomly, and sometimes i do massive damage and see no damage on my gauges then a few seconds later hes all dark red- i don't think it's the rounds i think it's the target indicator- i may be wrong but i've been keeping an eye on this bug for some time and im fairly certain this is what is going on- at least it's not 1.0 which works about 10 percent of the time :P:P

This is what i have seen. Just earlier today, I had lit up an awesome's CT with AC20 fire and the CT was dark red on the HUD, so I thought for sure I had the kill lined up when he turned back into my fire arc. Then for lack of a better word he healed....went right from dark red to yellow. I was so shocked he killed me instead.

Offline Brainwright

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Re: AC hit detetion error on moving targets
« Reply #42 on: July 21, 2010, 02:47:30 PM »
Well if the ac's would put out 50 bullets per second, and the flight speed would be as fast as that of the CS projectiles, you would also be able to hit people ...

It's true.  Slow projectile speeds more greatly hamper players with a low-performance environment.  However, the two solutions I can think of, making ACs like machine guns with their own spread like RACs, and giving the weapon more unique targeting characteristics (making the actual player's mech less precise) are not workable.  One I just don't like, and the other is prohibited by engine restrictions on where a player's weapon can fire.
Thanks for the view.