I have suggested to Papyrus that they use an optimum path algorithm to
decrease problems caused by low connection latency. I believe it is
safer to assume that a driver is following the path of the track at a
predictable speed, than to assume that he is still following the last
known velocity vector. What this means is that in the corner at
Bristol, the server can assume that cars are still traveling around the
track, going fast, braking, and turning left until it is told otherwise.
I believe that Papyrus is planning to use a more intelligent algorithm
for NRL for this problem. They are also going to use a better algorithm
for incidents. You shouldn't be charged 5 incident points for one
crash. This new algorithm will take into account how far you've travel
around the track between contacts with other cars or objects.
David Martin
> > Although I don't have the date for you, I can tell you that the problem
> > you
> > described will be addressed in the first patch. However, the AI will
> > still
> > attemp to ram you, but instead of getting damage, they'll just
> > "pass-through"
> > your car (as if you weren't there).
> > This doesn't exactly "fix" the problem, but Papyrus wants to get some sort
> > of fix out so that we can play. They plan on a permanent fix in a future
> > patch.
> > Best Regards,
> > Marc
> > Marc J. Nelson
> > Sim Racing News - USA
> > http://members.aol.com/simracing
> ===========================================================================
> Marc:
> Maybe "PAPYRUS" could use this logic to fix the "PREDICTION BUG" that is
> where when you are racing at HAWAII and you edge towards a car in the
> corner you can spin it out without really touching the car. Of Course
> as you can imagine this causes totally choas with the MULTI-PLAYERS.
> Now we can have no more crashes and drive in SLEATH MODE!!
> Don Wilshe, IVGA