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Rec.Autos.Simulators Archive

NASCAR/Hawaii Modem Latency Bug

6 posts by 3 people · 15 Aug 1996 - 03 Sep 1996

David Spark 15 Aug 1996#333711
Joe Farr asked me to post the following message to R.A.S for him. It's a very understandable explanation of one of the problems that plagues Hawaii and why determining blame for incidents is so difficult. Dave "davids" Sparks Late Nite League http://www.sequoia-dev.com/Hawaii/latenite.html ----- forwarded message ----- Modem Latency Bug on the Nascar racing Multi-Player server (Hawaii) The term bug is used loosely as this may or may not be considered a bug. Some drivers refer to this as warping or game quirk. I have informed Hawaii about this, but heard no response on their part if this is a real bug or not OR if they even plan to fix or address it in a later update for Nascar (one) or Nascar (two). Enough of the disclaimer crap.... The short n sweet version of this bug is basically: It is possible that you can be hit by another car (that causes you to crash) while the other car does not real hit you and continues on while watching you spin in his mirror. Too bad for you! WHY IS THIS?????? <This is MY impression of how the game works> While racing other cars over the modem, it takes too long for my computer get information on the CORRECT location of your car so my computer can display the graphics. Therefore, my computer has to guess where your car is going to be. As soon my computer gets the correct location of your car, my computer will correctly draw your car. This could explain why cars appear to jump/warp on the screen. With this in mind, I will now give you a quick (and popular) example of a MODEM LATENCY BUG accident. Driver A makes a pass to the inside of driver B while going into turn 1 at Talladega. Driver A keeps his car completely under the solid white line while driver B keeps his car on the high side of the lane 1 (lower lane). In reality, these two cars will not touch each other and should exit turn 2 quite safely. However, what happens more times than not: Driver A remains below the solid white line and exits turn 2 safely while hearing driver B spin off into the wall mysteriously. Driver B remains on the high side of lane 1 and Driver A drifts up into Driver Bs car causing him to crash. BUT WAIT!!!! Driver A continues at full speed and suffers no damage. WHAT THE HELL!!! If both drivers were to save a replay of this example, both drivers would find that Driver As replay shows NO CONTACT while driver Bs replay shows CLEAR CONTACT. Driver Bs computer guessed that driver A would drift up the track (remain in a straight line to last known trajectory) which would cause contact and probable accident. This happens ALL THE TIME at ALL TRACKS!!!! It normally happens in turns, but has been known to happen on straight-aways where Driver As computer guesses that driver Bs car (following car while heading into a sharp turn) IS NOT braking (and plows into driver A) when in actuality, driver B is braking and DOES NOT hit driver A. What can you do about it? Until Hawaii fixes this problem (bug), there is nothing you can do about it. Since this normally happens in close quarter racing, I HIGHLY RECOMMEND not racing side by side in the turns. If you have no choice (in the heat of battle), please, for your sake, allow plenty of room between your car and the passing car. The outside car never wins in this situation. If you are going to be passed (car gets inside position while heading down straight or car behind is clearly faster), I recommend lifting/braking a tad early to allow the passing car to get completely by you BEFORE you fully enter the turn so you can use the full track (with no cars on your left or right) to safely complete the turn. On the road courses, I recommend not following directly behind the car ahead of you. I have written about this bug in my Drivers Guideline <http:www.ivga.com IVGA MP section> several months ago. Most League accidents can be attributed to this bug. If you are aware of the possibility of disaster, than you will know how to avoid it. When in a race and you are taken out, please consider the following: 1. Did the car that hit you spin and crash also? If he did, than one of you screwed up and the MODEM LATENCY BUG did not bite you. Begin with unnecessary verbal flaming if you under the age of 15. 2. Did the car that hit you continue on? It is possible that the MODEM LATENCY BUG just happened and the car that hit you real did not hit you according to his game. Suck it up and dont let it happen again. I warned you! Save the replay and make a note of his speed after the incident. Did his speed drop or did it remain as if he never touched you? I realize that modem latency is the biggest obstacle for Hawaii to overcome, but I would like to see some sort of verification between the two cars when this type of incident happens. If driver Bs computer says Ive been hit by driver A , I would like to get confirmation from driver As computer before the accident is official, resulting in both cars spinning. Ive got a dozen or so other changes that Hawaii should make, but I have 12 hours of the Republican convention to watch, so Ill cover it in another letter. Thanks for your time,
David Spark 16 Aug 1996#333876
Quoted text (23 lines)>> I realize that modem latency is the biggest obstacle for Hawaii to >> overcome, but I would like to see some sort of verification between >> the two cars when this type of incident happens. If driver Bs >> computer says Ive been hit by driver A , I would like to get >> confirmation from driver As computer before the accident is >>official, resulting in both cars spinning. >Joe's got it more or less correct, though I think its more accurate to >describe this as a modem latency "characteristic" than a bug. I guess my >perspective on the subject is a bit warped, since I'm viewing it from >programmers perspective rather than at 200 MPH in the trioval. >Anyhow, we've considered things like getting a verification or going back >to correct collisions that appear not to have happened the same on both >machines, and while it might seem simple to make such corrections, you >quickly get into the same issues you see in cheap movies about time travel. >From the experiments we've tried, the approach we've taken has not been to >try to put a bandaid on the problem after the fact, which leads to a tower >of Babel, but rather to try to improve our predictive algorithms and pray >for nationwide low-cost low-latency ISDN. >Charlie Heath >Papyrus Design Group
I'm curious if you've looked at higher order extrapolation techniques. It appears right now as if the warping car continues on as a linear extrapolation of its last heading. When you're on the outside of a warping car in a turn, this can be disastrous. Seems like going to a cubic function would more closely approximate the natural course of the car. Dave "davids" Sparks Late Nite League http://www.sequoia-dev.com/Hawaii/latenite.html
> I realize that modem latency is the biggest obstacle for Hawaii to > overcome, but I would like to see some sort of verification between > the two cars when this type of incident happens. If driver Bs > computer says Ive been hit by driver A , I would like to get > confirmation from driver As computer before the accident is >official, resulting in both cars spinning. Joe's got it more or less correct, though I think its more accurate to describe this as a modem latency "characteristic" than a bug. I guess my perspective on the subject is a bit warped, since I'm viewing it from programmers perspective rather than at 200 MPH in the trioval. Anyhow, we've considered things like getting a verification or going back to correct collisions that appear not to have happened the same on both machines, and while it might seem simple to make such corrections, you quickly get into the same issues you see in cheap movies about time travel. From the experiments we've tried, the approach we've taken has not been to try to put a bandaid on the problem after the fact, which leads to a tower of Babel, but rather to try to improve our predictive algorithms and pray for nationwide low-cost low-latency ISDN. Charlie Heath Papyrus Design Group
Quoted text (9 lines)>I'm curious if you've looked at higher order extrapolation techniques. It >appears right now as if the warping car continues on as a linear >extrapolation of its last heading. When you're on the outside of a warping >car in a turn, this can be disastrous. Seems like going to a cubic function >would more closely approximate the natural course of the car. >Dave "davids" Sparks >Late Nite League >http://www.sequoia-dev.com/Hawaii/latenite.html
David - we've looked at a few possibilities. Can't really go into detail here, as this is a hot field at the moment and we'd rather be reverse engineered than see our new ideas first in someone else's product, but I think you'll be pleased with what we're able to achive after the NASCAR II release gets off the front burner... Charlie Heath Papyrus Design Group
David Spark 23 Aug 1996#334695
Quoted text (20 lines)>>I'm curious if you've looked at higher order extrapolation techniques. It >>appears right now as if the warping car continues on as a linear >>extrapolation of its last heading. When you're on the outside of a warping >>car in a turn, this can be disastrous. Seems like going to a cubic function >>would more closely approximate the natural course of the car. >>Dave "davids" Sparks >>Late Nite League >>http://www.sequoia-dev.com/Hawaii/latenite.html >David - we've looked at a few possibilities. Can't really go into detail >here, as this is a hot field at the moment and we'd rather be reverse >engineered than see our new ideas first in someone else's product, but I >think you'll be pleased with what we're able to achive after the NASCAR II >release gets off the front burner... >Charlie Heath >Papyrus Design Group
Should have known you'd be on top of this. Warp speed ahead! <g> Dave "davids" Sparks Late Nite League http://www.sequoia-dev.com/Hawaii/latenite.html
Randy Byr 03 Sep 1996#335983
Quoted text (18 lines)> >I'm curious if you've looked at higher order extrapolation techniques. It > >appears right now as if the warping car continues on as a linear > >extrapolation of its last heading. When you're on the outside of a warping > >car in a turn, this can be disastrous. Seems like going to a cubic function > >would more closely approximate the natural course of the car. > >Dave "davids" Sparks > >Late Nite League > >http://www.sequoia-dev.com/Hawaii/latenite.html > David - we've looked at a few possibilities. Can't really go into detail > here, as this is a hot field at the moment and we'd rather be reverse > engineered than see our new ideas first in someone else's product, but I > think you'll be pleased with what we're able to achive after the NASCAR II > release gets off the front burner... > Charlie Heath > Papyrus Design Group
Charley, Do you know the exact date NASCAR2 will be shipped?? mid-November when. Then it will take anothe 5 weeks to get it on the shelves :( Ty <Ty's NASCAR Racing Page - http://web2.airmail.net/rbyrd >

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