rec.autos.simulators

Solution for 22 players online racing on the internet!

Christer Andersso

Solution for 22 players online racing on the internet!

by Christer Andersso » Sun, 01 Mar 1998 04:00:00




> > > Bandwidth isn't the issue. Latency is the issue. A properly designed
> > > multi player simulation doesn't need to pass enough information to
> > > create a bandwidth problem.

> > I know bandwidth isn't the issue :o), but dedicated bandwidth
> > is. With dedicated bandwidth you get connected with the other
> > computer as if it was a modem connection, thus the limiting factor
> > for latency is the speed of electrons in the communications channel,
> > which is close to the speed of light. This actually gives a latency
> > of 125 ms to a place on the other side of the globe.

> You're unlikely to get anywhere near the speed of light on an actual
> multi-hop communications link.

Cant we say within the tenth power is close :o)?

Perhaps I use the wrong term when I say dedicated. What I mean is that when you
connect to another internet user in this new IP and you want dedicated
bandwidth, you get prerouted, thus there is no routing in the routers after we
are connected. Much like a telephone call.

Haven't you heard :o). In a laboratory somewhere here on earth they've recently
managed to move the attributes of a photon from one place to another in no time
at all, like instantly :o). 0 ms, 0 ns, 0 piko seconds, nada seconds :o). No lag
at all. As I heard it, it counter proofs one of Einsteins theories.

- Show quoted text -

Are these ping time or only from you to them?

You cant discourage a true optimist :o).

/Christer

Jim Sokolof

Solution for 22 players online racing on the internet!

by Jim Sokolof » Sun, 01 Mar 1998 04:00:00



> > Even in a circuit switched system (like a phone call), you have delays
> > at every MUX/DMUX and repeater.

> > In a packet-switched system with dedicated bandwidth and source-based
> > or private-circuit routing, each router along the way has to read the
> > header of the packet, and send it to the next hop on the path. This
> > takes a lot longer than it would take an electric signal to pass the
> > 19" width of the router. :-)
> Perhaps I use the wrong term when I say dedicated. What I mean is
> that when you connect to another internet user in this new IP and
> you want dedicated bandwidth, you get prerouted, thus there is no
> routing in the routers after we are connected. Much like a telephone
> call.

A telephone call is circuit switched. Even in a telephone call, there
is some level of routing going on. (Phone service to my office is by
multiple T1 lines from our long distance carrier and from other
offices, 24 voices lines are multiplexed (essentially a trivial form
of routing) onto a single T1 and DMUX'd at the other office or at our
LD carrier, in which case they are MUX'd back onto the backbone of our
LD carrier and DMUX'd again in the local city. These operations are
easy and relatively fast, but there is no physical copper line that
directly connects me to my called party. :-) Each of these steps takes
a finite, non-zero time.

I believe what you're referring to was electron spin pairs, not
photons. (The theory is that every electron has another electron with
opposite spin. If you can "flip" one electron, it's "mate" must also
flip. By given one electron to you and its mate to your pal, you could
in theory communicate by flipping your electron and having the mate
flip. There's some question of whether the resulting communications
link is actually faster than light.) I don't recall the final
conclusion, but I feel certain that if it were possible to use this
for faster-than-C communication without paying anyone for the
privelege, there would have been a bigger announcement. :-)

These are the output of traceroute, which I believe to be
uni-directional, but I don't know. (Might be in the man pages; is
certainly in the source code.)

---Jim

Richard Walk

Solution for 22 players online racing on the internet!

by Richard Walk » Thu, 12 Mar 1998 04:00:00



Nah, I often lie. This statement is a lie ;-)

I agree that it is the only way to allow everyone to race against
everyone else, but IMHO it isn't worth it.

Fine for sprints, but what about longer races? A chance to have a little
rest occasionally - and know how to make use of it - is just as much a
part of being a top racing driver.

My experience on TEN leads me to believe otherwise. There are very few
drivers who can pass successfully. Most are over aggressive and cause
wrecks as often as not. These drivers tend to do well in pick-up races
but will find that they quickly get obliterated in serious leagues. Other
drivers tend to be over cautious and whilst they often finish in the top
5 will rarely win - I'm in this category ;-). A very small band of truely
gifted drivers can pass safely without losing much time and these are the
guys who will rightly be competing for the highest honours in NROS.

Fast drivers often do not make great racing drivers - there are lots of
facets to being a good racer, speed is only one of them.

And if you didn't drive it exactly the same your car would suddenly be a
few 100 metres further ahead or behind. Even if it won't cause a crash it
won't feel anything like racing :(

Maybe, maybe not. I can't say what others would enjoy. All I can say is
that having had the opportunity to race 19 other guys on TEN any form of
'ghost' type racing holds no interest for me.

You really need to try TEN to realise what you are missing ;-)

Cheers,
Richard

Christer Andersso

Solution for 22 players online racing on the internet!

by Christer Andersso » Thu, 12 Mar 1998 04:00:00


> >I believe driving fast is everything of being a good racing driver.
> >Passing slower racers is a skill that the fast racer learns sooner or later,
> >and with the amount of track time you can get in a simulator, I would guess a
> >sim racer could learn it sooner :o).

> My experience on TEN leads me to believe otherwise. There are very few
> drivers who can pass successfully. Most are over aggressive and cause
> wrecks as often as not. These drivers tend to do well in pick-up races
> but will find that they quickly get obliterated in serious leagues. Other
> drivers tend to be over cautious and whilst they often finish in the top
> 5 will rarely win - I'm in this category ;-). A very small band of truely
> gifted drivers can pass safely without losing much time and these are the
> guys who will rightly be competing for the highest honours in NROS.

Do you really think it will take you more than a year before you start winning
races? A year isn't very long. I know you're fast Richard, very fast :o). In my
book you're one of the fastest no helps sim racers in the world, and without being
fast you can never win a race. I dont think passing skills is a more important gift
than the gift of being fast, not even equally important :o).

You make it sound as if it's a disadvantage to be fast :o), then you're at a
disadvantage, Richard :o).

There will be no sudden jumps of any meters here and there! When there is no data
from the other computer the clone in your simulator just drives as the prerecorded
offline lap (have a much better algorithm for this, but this will do for now :o) ).
As soon as new data is received the clone slows down or speeds up to get in sync.
The implementation of this solution is so incredibly simple to do, if you already
have normal network play in you simulator. It would be so very, very simple for
Ubisoft to put it in F1RS2. They already have multiplayer and collision detection
cant be that hard to turn off :o).

Any form is a lot of forms :o).

Perhaps I'll see you on a track in NASCAR3, cause I wont like to loose my skills in
braking without ABS :o).

/Christer

Richard Walk

Solution for 22 players online racing on the internet!

by Richard Walk » Fri, 13 Mar 1998 04:00:00

On Wed, 11 Mar 1998 12:21:14 +0100, Christer Andersson


>Do you really think it will take you more than a year before you start winning
>races?

I already win races <g> Just not as many as some drivers.

What's this, the start of the RW fan club? <vbg> Seriously, being fast,
especially over a single lap, *IS* only one element. In longer races,
tyre and fuel management are at least as important as being fast - and on
TEN that's where I am more likely to win races. But having preserved your
tyres, you've still got to pass the guys in front cleanly.

He, he. No it's not a disadvantage - if the other factors are the same
then the faster driver will win. But that's often not the case. Niki
Lauda was never a particularly 'fast' driver (for instance he didn't
qualify higher than 3rd throughout his championship winning '84 season!)
but he knew how to win races.

You keep on about this, but it ain't so <g> I learned a lot about how to
improve my braking when I started racing N2.

Cheers,
Richard

Christer Andersso

Solution for 22 players online racing on the internet!

by Christer Andersso » Fri, 13 Mar 1998 04:00:00


>    Well, Christer, I'm an Aussie but I don't use the ghosts in F1RS
> because they just put me off too much.

I agree with you. I think a better solution would be not to draw the other car
when you're inside it.

I'm all with you on this one, but if you want passing and collisions between 22
players, then AI working in conjuction with incoming packets is very hard to
implement. My solution is just one step up from offline racing and it's really
very simple to implement. I drive without helps and aids when I drive racing
simulators and I've been doing that for about 10 hours a week the last 15 months.
***ed??? Me??? Probably :o). Who am I to judge what is a sport and what is not
:o). I outlap the original Ace AI cars in GP2 with up to 5 seconds and the expert
AI cars in F1RS dont stand chance either :o). The ghost multiplayer function would
enhance offline racing a great deal for me. It's just a step on the way, but I
would love that step :o).

I have done some thinking on having collision detection on, with pings upto 3000
ms, but I believe the developers of racing sims can figure out this themselfes
:o). I cant seem to let the problem go, though.

/Christer

ymenar

Solution for 22 players online racing on the internet!

by ymenar » Fri, 13 Mar 1998 04:00:00


>On Wed, 11 Mar 1998 12:21:14 +0100, Christer Andersson

>>Do you really think it will take you more than a year before you start
winning
>>races?
>I already win races <g> Just not as many as some drivers.

I just took this from the Official (well, semi-official ;-)   ) TEN
statistics on the NROS.

Charlie Mone: 662 races, 434 wins
Mike Grandy: 802 races, 404 wins
ymenard (me): 310 races, 31 wins
Richard: I don't remember your screename, but I raced against you I think.

Charlie and Mike (with the addition of Nim Cross and many other drivers) are
the best you can find, they are born with a wheel in their hand.  It's a
gift from God ;-)  .  Heck I have a 10% win/race ration, Charlie has a 65%
one.   There is a difference ! And I consider myself an above-average driver
!

All this to say you can find the best and the worst drivers, but for me I
wouldn't be surprised to see some virtual drivers be good in real racing,
some people like Andrew White are very succesfull in real racing.  Oh yeah
btw Dale Earnheardt Jr races on TEN, and Charlie and Mike are better than
him easily !

Heh a RW fan club ;-)   I'm sure you would have members.  Your joy of life
is very welcome into the NROS community, and England comedy is always
funnier to me and American one ! I agree you are a great driver.

Being fast helps it sure, even more on the NROS, as you can bet 5$ (3 ??)
that there is going to be a midpack wreck during the first 3laps.  But
somehow there is consistence that is a big role in winning... Some drivers
like David Sparks and Alex Koziol are master in this.

Yes indeed 10-4.  ABS braking is not really affective in NASCAR (except
maybe road tracks and Martinsville).  So you learn to control your brakes in
a other way.  You learn to brake smooth, consistent, to get the 0.1 sec's
you need to be with the bests.

Heh can I be the first official member of your fan club Richard ;-)     ??

Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/
Good race at the Brickyard, (-o-)

Official Mentally retarded guy of r.a.s.
Excuse me for my English (I'm French speaking)
Excuse me for being provocative (I'm dumb speaking)

--"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--

ymenar

Solution for 22 players online racing on the internet!

by ymenar » Fri, 13 Mar 1998 04:00:00


>On Wed, 11 Mar 1998 12:21:14 +0100, Christer Andersson

>>Do you really think it will take you more than a year before you start
winning
>>races?
>I already win races <g> Just not as many as some drivers.

I just took this from the Official (well, semi-official ;-)   ) TEN
statistics on the NROS.

Charlie Mone: 662 races, 434 wins
Mike Grandy: 802 races, 404 wins
ymenard (me): 310 races, 31 wins
Richard: I don't remember your screename, but I raced against you I think.

Charlie and Mike (with the addition of Nim Cross and many other drivers) are
the best you can find, they are born with a wheel in their hand.  It's a
gift from God ;-)  .  Heck I have a 10% win/race ration, Charlie has a 65%
one.   There is a difference ! And I consider myself an above-average driver
!

All this to say you can find the best and the worst drivers, but for me I
wouldn't be surprised to see some virtual drivers be good in real racing,
some people like Andrew White are very successful in real racing.  Oh yeah
btw Dale Earnheardt Jr races on TEN, and Charlie and Mike are better than
him easily !

Heh a RW fan club ;-)   I'm sure you would have members.  Your joy of life
is very welcome into the NROS community, and England comedy is always
funnier to me and American one ! I agree you are a great driver.

Being fast helps it sure, even more on the NROS, as you can bet 5$ (3 ??)
that there is going to be a midpack wreck during the first 3laps.  But
somehow there is consistence that is a big role in winning... Some drivers
like David Sparks and Alex Koziol are master in this.

Yes indeed 10-4.  ABS braking is not really affective in NASCAR (except
maybe road tracks and Martinsville).  So you learn to control your brakes in
a other way.  You learn to brake smooth, consistent, to get the 0.1 sec's
you need to be with the bests.

Heh can I be the first official member of your fan club Richard ;-)     ??

Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/
Good race at the Brickyard, (-o-)

Official Mentally retarded guy of r.a.s.
Excuse me for my English (I'm French speaking)
Excuse me for being provocative (I'm dumb speaking)

--"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--

Byron Forbe

Solution for 22 players online racing on the internet!

by Byron Forbe » Sat, 14 Mar 1998 04:00:00


> Perhaps you're not :o), but I bet the Australians are, and all others around
> the world who would like to race globally.

   Well, Christer, I'm an Aussie but I don't use the ghosts in F1RS
because they just put me off too much. I admit that I have not tried it
much for this reason. Still, I think there are better solutions that
would allow other cars and collisions. The best is obviously instant
pings but AI that works in conjunction with incoming packets is the most
obvious for now.
Byron Forbe

Solution for 22 players online racing on the internet!

by Byron Forbe » Sat, 14 Mar 1998 04:00:00



> I have done some thinking on having collision detection on, with pings upto 3000
> ms, but I believe the developers of racing sims can figure out this themselfes
> :o). I cant seem to let the problem go, though.

> /Christer

   Actually, I posted some of our conversation on this NG over at the
GPL Apex site http://gpl.gamestats.com/
 under the heading "Multyplay". I was asking the GPL rep from Papy about
this subject. You may wish to have a look. I never got a definative
answer and I may raise the issue with Mike again soon.
Richard Walk

Solution for 22 players online racing on the internet!

by Richard Walk » Sat, 14 Mar 1998 04:00:00



I haven't had the pleasure of racing against Charlie or Mike yet. I've
seen Charlie practicing when I'm on but I think Mike must race rather
later than I tend to be on. I still remember when I first came up against
Nim, Pekka, Jure, etc. though. I couldn't believe just how fast they are!
But knowing what is possible is one of the keys to getting that fast. I
think I could now give them a bit of a race at some tracks now,
especially with fixed setups, but I don't think I'll ever match Jure's
125mph qualifying run at the Glen <g>

A lot of the requirements are the same , particularly in terms of 'race
craft' But a RL driver must also have excellent physical abilities and
lots of guts. Both those rather exclude me <g>

At my better tracks I can usually qualify in the first couple of rows
and, yes, it does help. But there are other tracks where I will take a
provisional and just concentrate on avoiding those early wrecks. My two
races last night showed the two sides of this - a short race at Atlanta
where I took pole and led all the laps and a 15% at Sears where I took a
prov, had some great close racing for the first 4 laps but ended up
winning by nearly a lap with all but one other guy crashing out ;-)

You're scaring me now <g> Start fan clubs for Nim, Mike, Charlie etc
first. I'm way down the pecking order <g>

Cheers,
Richard


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