Thranx1231
CowTek
90
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Posted - 2013.02.15 02:18:00 -
[1] - Quote
I can only comment on 2 and 3.
I do appreciate your descriptions and the speed issue regarding the Rail Gun Projectile had always perplexed me as it is easy to watch them fly across the map at Mach 15. Maybe when I was younger! But, seriously, I doubt if anyone could track Mach 15.
Issue 4 with the armor rep may be related to the HAV burning when it is down too far. I have seen posts regarding similar problems in the past.
2: There are seriously 3D-model, mesh and collision detection issues throughout the game. These need to be reported as separate bugs with [Bug] leading your subject header. It is usually best to include the relevant information about the event. Vehicle types, map information if the collision was with the ground or a building. There were three problems with the mesh on Line Harvest Skirmish that I reported for my HAV driver. One of which cost a HAV. Those appear to have been fixed. However, without a report in the Map Feedback Forum it would be impossible for the Devs to find.
Map feedback forum is here:
https://forums.dust514.com/default.aspx?g=forum&c=235
3: Vehicle Collision Damage is simply more of the same I fear. One needs to recall we have a server with, on average, 160ms ping times (they are consistent in my understanding so that may be by design) and at least two clients. If the models intrude too far into each other the result would be catastrophic. Assume that they are moving at some arbitrary speed heading towards a collision. If Client A sends its vehicle position and speed vector with time stamp to the server but does so at a time that just misses the message from Client B the reported values at the server (which is tasked with resolving these things) could well be that the LAV was several meters Inside the HAV. The physics engine would see that as a massive collision, even though it might not be valid in any real world sense, then report to both Client A & B that an explosion has taken place.
How that is solved in normal gaming is the unit of time for a tick is well under 30ms. Hopefully closer to 16ms for 60 Frame Per Second Games*. This eliminates the possibility of 160ms sequence allowing destructive resolution. How it is handled in DUST is just guess work as a PS3 game it is impossible to dissect it with proper tools, not being a PS3 game developer.
* For instance, in Dark Souls on the PC a mod is available that allows users to tweak the 30FPS lock. Which will break the game under many circumstances. That is because the solution space for modeling and collision detection are hard coded to 30FPS and 60FPS will allow significant collisions to occur. |