It's a logical necessity, Greg. Whatever the information gap - say you're lucky
and can ping at 0.200 milliseconds - that means that for a whole fifth of a
second your sim can only make an educated guess where the opponent's car will
be. Towards the end of that gap it will be more inaccurate than at the
beginning. When your opponent is close to you in a corner we all know what a
long time a fifth of a second is. If your sim guesses wrong because someone
applies opposite lock at that precise moment, say to correct a spin, he will
drive into a space which your sim believes is unoccupied and he will crash into
you and typically bounce away from you - but your sim will have no idea this has
happened and he crashes and you do not. The opposite scenario is that he sends
you his position not knowing where you are and you crash and veer away from him,
probably off the track. Your sim tells him where you are - no longer over his
space and you crash but he does not. The alternative handling for this is for a
sim to tell the opponent's instance, 'I crashed into you so you have to crash as
well'. This would get over the one player crashing and another not but will open
the possibility of two drivers appearing to crash into eachother when in fact
they did not. It's a bummer but cannot be solved until we have 1Mb lines all
around the globe.
Paul
> >player joins this. The lag is 'acceptable' compared to other sims but the
> AI
> >seems to take over the driving when info is not available and you should be
> >aware that one player can crash with the other's 'ghost' and go out while
> the
> >other player has no idea anything has happened and races on completely
> I've never had this happen in ICR2 or Nascar2.
> --
> Header address intentionally scrambled to ward off the spamming hordes.
> cisko [AT] ix [DOT] netcom [DOT] com
> >unscathed. Sadly this is the state of the art and happens in all other sims
> to a
> >greater or lesser extent - even GPL.
> >Paul