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Who was David Kaemmer?

22 posts by 13 people · 04 Aug 2004 01:11 UTC - 13 Aug 2004 01:28 UTC

Papyrus netcode and cars flying after light contact

A joke question about Dave Kaemmer's online alias turned into criticism of how low-speed contacts in GPL and NR2003 online can launch cars into the air. Posters attributed it to warping and prediction code, while Bill Bollinger said N3's netcode by Charlie Heath was better and that he had reported the issue while beta testing NASCAR 4.

online racing/leaguesphysics/realism debateNASCAR Racing 2003 SeasonGrand Prix Legends

Automated summary.

Tony Jester 04 Aug 2004 01:11 UTC#33519
You'd think he would have been a regular on VROC under some alias. Did anybody ever figure out who it was?
Quoted text (7 lines)>Tony Jester wrote: >> You'd think he would have been a regular on VROC under some alias. Did >> anybody ever figure out who it was? >> >> > >Indigo
Ouch...<g> Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
Indigo? wasnt that the turd who always got on and went backwards on the tracks? EldredP wrote:
Quoted text (11 lines)>> Tony Jester wrote: >>> You'd think he would have been a regular on VROC under some alias. >>> Did anybody ever figure out who it was? >>> >>> >> >> Indigo > > Ouch...<g> > > Eldred
john henry bonham <[email hidden]> wrote in message news:4111e85b$0$58816$[email hidden]... > Obviously he was researching online collision detection which improved > through the NASCAR series, released post-GPL! Hehe, except that the detection isn't any better. Ten mph crashes sending simulated 3400 lb cars flying, etc.
Plowboy2 05 Aug 2004 17:02 UTC↳ reply to JP#33568
JP wrote:
Quoted text (8 lines)> john henry bonham <[email hidden]> wrote in message > news:4111e85b$0$58816$[email hidden]... >> Obviously he was researching online collision detection which >> improved through the NASCAR series, released post-GPL! > > > Hehe, except that the detection isn't any better. Ten mph crashes > sending simulated 3400 lb cars flying, etc.
Maybe that was the intent after all? you know to make it so "anyone" could enjoy it, NOT JUST THE HARD CORE SIM enthusiast? Hell I know my 10 year old loves wrecking stuff, and tearing things apart... Hmmmmm <J/K>
JP 05 Aug 2004 17:13 UTC↳ reply to Plowboy2#33569
Plowboy2 <stingre.removethis_@yahoo!.removeit> wrote in message news:yKtQc.6683$aR2.3714@okepread04...
Quoted text (11 lines)> JP wrote: > > john henry bonham <[email hidden]> wrote in message > > news:4111e85b$0$58816$[email hidden]... > >> Obviously he was researching online collision detection which > >> improved through the NASCAR series, released post-GPL! > > > > > > Hehe, except that the detection isn't any better. Ten mph crashes > > sending simulated 3400 lb cars flying, etc. > > Maybe that was the intent after all? you know to make it so "anyone"
could > enjoy it, NOT JUST THE HARD CORE SIM enthusiast? Hell I know my 10 yearold > loves wrecking stuff, and tearing things apart... Hmmmmm <J/K> hehe
Larry 05 Aug 2004 17:37 UTC↳ reply to JP#33570
Yeah, I did a standing-still, in-place flip at Loudon 2 weeks ago. -Larry "JP" <[email hidden]> wrote in message news:D3tQc.6$[email hidden]...
Quoted text (8 lines)> > john henry bonham <[email hidden]> wrote in message > news:4111e85b$0$58816$[email hidden]... > > Obviously he was researching online collision detection which improved > > through the NASCAR series, released post-GPL! > > > Hehe, except that the detection isn't any better. Ten mph crashes
sending > simulated 3400 lb cars flying, etc. > > > >
Bart Westra 05 Aug 2004 19:39 UTC↳ reply to JP#33579
"JP" <[email hidden]> wrote in message news:D3tQc.6$[email hidden]...
Quoted text (8 lines)> > john henry bonham <[email hidden]> wrote in message > news:4111e85b$0$58816$[email hidden]... > > Obviously he was researching online collision detection which improved > > through the NASCAR series, released post-GPL! > > > Hehe, except that the detection isn't any better. Ten mph crashes
sending > simulated 3400 lb cars flying, etc. That is because of the enormous amount of energy that can be released by even the tiniest of warps. You won't see it in offline events (unless you simulate warp like I did once for GPL, see http://www.xs4all.nl/~westrab/gpl.htm#effects ) Bart
JP 05 Aug 2004 21:46 UTC↳ reply to Bart Westra#33581
Bart Westra <[email hidden]> wrote in message news:41129d9c$0$21106$[email hidden]...
Quoted text (21 lines)> > "JP" <[email hidden]> wrote in message > news:D3tQc.6$[email hidden]... > > > > john henry bonham <[email hidden]> wrote in message > > news:4111e85b$0$58816$[email hidden]... > > > Obviously he was researching online collision detection which improved > > > through the NASCAR series, released post-GPL! > > > > > > Hehe, except that the detection isn't any better. Ten mph crashes > sending > > simulated 3400 lb cars flying, etc. > > That is because of the enormous amount of energy that can be released by > even the tiniest of warps. You won't see it in offline events (unless you > simulate warp like I did once for GPL, see > http://www.xs4all.nl/~westrab/gpl.htm#effects ) > > Bart >
Yeah, I know thanks. Must be something in Papys code too though, as this type of thing never happened in Heat online, i.e.
JM 06 Aug 2004 16:25 UTC↳ reply to JP#33400
"JP" <[email hidden]> wrote in news:NSxQc.20$[email hidden]: > > Yeah, I know thanks. Must be something in Papys code too though, as > this > type of thing never happened in Heat online, i.e. > > I race in a weekly full contact racing league that runs on Nascar Heat (www.ukdirt.co.uk). Until we got a dedicated server to run "thick" (default is "thin"- less data transferred between client and server), it wasn't unknown for cars to go flying some 100 ft in the air after a good hit. Even with the big server (jolt.co.uk "uberserver") For one of the Heat mods, the makers had to increase the virtual weight of the cars tenfold to stop them launching from a good hit. Heat is by no means free from flying car syndrome online, particularly when you consider that on our short ovals, cars will be reaching 90mph max at the end of the straights, as opposed to 200mph in typical GPL/NR2003 tracks. cheers John
JP 06 Aug 2004 21:28 UTC↳ reply to JM#33404
JM <[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> "JP" <[email hidden]> wrote in news:NSxQc.20$[email hidden]: > > > > > > Yeah, I know thanks. Must be something in Papys code too though, as > > this > > type of thing never happened in Heat online, i.e. > > > > > > I race in a weekly full contact racing league that runs on Nascar Heat > (www.ukdirt.co.uk). Until we got a dedicated server to run "thick" > (default is "thin"- less data transferred between client and server), it > wasn't unknown for cars to go flying some 100 ft in the air after a good > hit. Even with the big server (jolt.co.uk "uberserver") For one of the
Heat > mods, the makers had to increase the virtual weight of the cars tenfold to > stop them launching from a good hit. > > Heat is by no means free from flying car syndrome online, particularlywhen > you consider that on our short ovals, cars will be reaching 90mph max at > the end of the straights, as opposed to 200mph in typical GPL/NR2003 > tracks. > > cheers > John <shrug> Never saw it myself in Heat, but thanks for the info. But then, I'm meaning the 5-10 mph hits that send cars flying, not hard hits. That what you mean too ?
Then why didn't N3 have the same type of wrecks then? My guess is because Charlie Heath did the net code for N3 and someone else did GPL/N4. Bill Bollinger www.gsxn.com "Bart Westra" <[email hidden]> wrote in message news:41129d9c$0$21106$[email hidden]...
Quoted text (23 lines)> > "JP" <[email hidden]> wrote in message > news:D3tQc.6$[email hidden]... > > > > john henry bonham <[email hidden]> wrote in message > > news:4111e85b$0$58816$[email hidden]... > > > Obviously he was researching online collision detection which improved > > > through the NASCAR series, released post-GPL! > > > > > > Hehe, except that the detection isn't any better. Ten mph crashes > sending > > simulated 3400 lb cars flying, etc. > > That is because of the enormous amount of energy that can be released by > even the tiniest of warps. You won't see it in offline events (unless you > simulate warp like I did once for GPL, see > http://www.xs4all.nl/~westrab/gpl.htm#effects ) > > Bart > > >
Yep. Bill Bollinger <[email hidden]> wrote in message news:[email hidden]...
Quoted text (16 lines)> Then why didn't N3 have the same type of wrecks then? My guess is because > Charlie Heath did the net code for N3 and someone else did GPL/N4. > > Bill Bollinger > www.gsxn.com > > > "Bart Westra" <[email hidden]> wrote in message > news:41129d9c$0$21106$[email hidden]... > > > > "JP" <[email hidden]> wrote in message > > news:D3tQc.6$[email hidden]... > > > > > > john henry bonham <[email hidden]> wrote in message > > > news:4111e85b$0$58816$[email hidden]... > > > > Obviously he was researching online collision detection which
improved
Quoted text (9 lines)> > > > through the NASCAR series, released post-GPL! > > > > > > > > > Hehe, except that the detection isn't any better. Ten mph crashes > > sending > > > simulated 3400 lb cars flying, etc. > > > > That is because of the enormous amount of energy that can be released by > > even the tiniest of warps. You won't see it in offline events (unless
you
Quoted text (9 lines)> > simulate warp like I did once for GPL, see > > http://www.xs4all.nl/~westrab/gpl.htm#effects ) > > > > Bart > > > > > > > >
We have a winner! :-) Pete "Bill Bollinger" <[email hidden]> wrote in message news:[email hidden]... > Then why didn't N3 have the same type of wrecks then? My guess is because > Charlie Heath did the net code for N3 and someone else did GPL/N4. > > Bill Bollinger > www.gsxn.com
"Bill Bollinger" <[email hidden]> wrote in message news:<[email hidden]>... > Then why didn't N3 have the same type of wrecks then? My guess is because > Charlie Heath did the net code for N3 and someone else did GPL/N4. > > Bill Bollinger > www.gsxn.com My guess is because in Papy sims, cars were nailed to the deck up until GPL and N4. :) Regards, Mark Davison www.v8thunder.com
JP 10 Aug 2004 22:54 UTC↳ reply to Mark Davison#33453
Mark <[email hidden]> wrote in message news:[email hidden]... > "Bill Bollinger" <[email hidden]> wrote in messagenews:<[email hidden]>... > > Then why didn't N3 have the same type of wrecks then? My guess isbecause
Quoted text (7 lines)> > Charlie Heath did the net code for N3 and someone else did GPL/N4. > > > > Bill Bollinger > > www.gsxn.com > > > My guess is because in Papy sims, cars were nailed to the deck up until
GPL and N4.
Quoted text (7 lines)> > :) > > Regards, > > Mark Davison > www.v8thunder.com
Then they need to be re-nailed, if what happens in gpl, etc. is the alternative.
ymenard 11 Aug 2004 03:34 UTC↳ reply to JP#33464
>"JP" <[email hidden]> wrote > Then they need to be re-nailed, if what happens in gpl, etc. is the > alternative. Prediction code is, unfortunately, a two-sided knife. It cannot be perfect, it can only predict. If it's too soft, it can be as worse as if it was too tight. Papyrus perhaps went a little too tight in their earlier multiplayer release, and have loosened up to a level in NR2003 that is very satisfying. You see, if you have a prediction code like in Nascar Heat, you have very smooth cars that don't seem much warpy. Unfortunately, most of that smoothness is due to the more heavy prediction code. When it predicts, it's not always telling the truth. In NH and in I think ISI multiplayer, the server relies too much on predicting, giving the whole experience a ghost-like feeling of not really driving against other human beings, but predicting of what they will do in the next split second (that action being replicated each next split second after). Now that gives you the advantage that since it predicts more, the solid mass of cars doesn't give you impossible physics as much as in those Papy multiplayer crashes. Because we need to remember that the graphic engine of those cars, the physical appearance on screen has NO EFFECT on physics and crashes. It's all done in "another reality" within the virtual reality of the sim. Because of the more rough prediction code of Papyrus, you get a more real sense of driving against other humans, because it predicts less. So you are given closer to reality data of the other opponents. That unfortunately makes it also more possible to have physics that go bezerk. Until we start seeing physics that are done with the polygons themselves in real-time (and not a reality within the virtual reality), things like that will continue to happen. Only by putting "brackets" so that let's say, a speed of a stock car cannot exceed 245mph or that it's velocity cannot exceed X, or go below Y in a Z lapse of time, can we diminish it. Of course when (and we already have in certain simulations) real-time physics are done within the game engine itself, and with the advancing of computer power, you won't have that anymore. Cars will be real entities on the tracks, so if a collision arrives, it will be because of those polygons hitting each other. They will not pass through each other, and the physics won't go bezerk anymore. But those technologies are really crude compared to the potential in the future, with real-time physics in the game engine acting with all the entities on screen. From the wheels to even the simple needle in the gauge or the pitroad wall, will be an entity with a mass and a volume, not lifeless polygons that have specific hidden information like it is nowadays. I've said a long time ago that we will have a regression of the simulation with that transition, as it's so complicated that sims that start using those techniques, will be seen as more crude compared to those who predict. I hope somebody still reads this ;) -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
JP 11 Aug 2004 17:34 UTC↳ reply to ymenard#33482
ymenard <[email hidden]> wrote in message news:ltgSc.21047$[email hidden]... > >"JP" <[email hidden]> wrote > > Then they need to be re-nailed, if what happens in gpl, etc. is the > > alternative. > > > Prediction code is, unfortunately, a two-sided knife. It cannot beperfect, > it can only predict. If it's too soft, it can be as worse as if it wastoo > tight. Papyrus perhaps went a little too tight in their earliermultiplayer > release, and have loosened up to a level in NR2003 that is verysatisfying. > > > You see, if you have a prediction code like in Nascar Heat, you have very > smooth cars that don't seem much warpy. Unfortunately, most of that > smoothness is due to the more heavy prediction code. When it predicts,it's > not always telling the truth. In NH and in I think ISI multiplayer, the > server relies too much on predicting, giving the whole experience a > ghost-like feeling of not really driving against other human beings, but > predicting of what they will do in the next split second (that actionbeing > replicated each next split second after). Now that gives you theadvantage
Quoted text (9 lines)> that since it predicts more, the solid mass of cars doesn't give you > impossible physics as much as in those Papy multiplayer crashes. > > > Because we need to remember that the graphic engine of those cars, the > physical appearance on screen has NO EFFECT on physics and crashes. It's > all done in "another reality" within the virtual reality of the sim. > Because of the more rough prediction code of Papyrus, you get a more real > sense of driving against other humans, because it predicts less. So you
are > given closer to reality data of the other opponents. That unfortunately > makes it also more possible to have physics that go bezerk. > > > Until we start seeing physics that are done with the polygons themselvesin
Quoted text (8 lines)> real-time (and not a reality within the virtual reality), things like that > will continue to happen. Only by putting "brackets" so that let's say, a > speed of a stock car cannot exceed 245mph or that it's velocity cannot > exceed X, or go below Y in a Z lapse of time, can we diminish it. > > Of course when (and we already have in certain simulations) real-time > physics are done within the game engine itself, and with the advancing of > computer power, you won't have that anymore. Cars will be real entities
on > the tracks, so if a collision arrives, it will be because of thosepolygons > hitting each other. They will not pass through each other, and thephysics > won't go bezerk anymore. But those technologies are really crude compared > to the potential in the future, with real-time physics in the game engine > acting with all the entities on screen. From the wheels to even thesimple > needle in the gauge or the pitroad wall, will be an entity with a mass anda > volume, not lifeless polygons that have specific hidden information likeit
Quoted text (16 lines)> is nowadays. I've said a long time ago that we will have a regression of > the simulation with that transition, as it's so complicated that sims that > start using those techniques, will be seen as more crude compared to those > who predict. > > > > > I hope somebody still reads this ;) > > > > -- > -- Fran�ois M�nard <ymenard> > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World...
All well and good, but when a simulated 3400 lb car gets put into the stratosphere from a 5 mph tap, all the bells and whistles reasons don't amount to squat. <g> It worked better BEFORE N4, it can do it again. But then again, the damage model in N1 was better than 03 too, lol. Yeah, progress.
N3 and GPL/N4 physics are hardly comparable. Having said that - yes I too think they can improve it... just look at LFS. -- Ed_ "Bill Bollinger" <[email hidden]> skrev i melding news:[email hidden]... > Then why didn't N3 have the same type of wrecks then? My guess is because > Charlie Heath did the net code for N3 and someone else did GPL/N4. > > Bill Bollinger > www.gsxn.com >
Ed, the joke is this. When I beta tested N4, I brought this problem up almost immediately. You should have seen the skyrockets back then. The same BS was shovled back then as it is being tried by some today. That it is warp. blah blah blah. The network code in N4/N2002/N2003 is not as good as N3. Physics or not. Bill Bollinger www.gsxn.com "Ed Solheim" <[email hidden]> wrote in message news:411b80b5$[email hidden]... > N3 and GPL/N4 physics are hardly comparable. > > Having said that - yes I too think they can improve it... just look atLFS.
Quoted text (8 lines)> > -- > Ed_ > > > "Bill Bollinger" <[email hidden]> skrev i melding > news:[email hidden]... > > Then why didn't N3 have the same type of wrecks then? My guess is
because
Quoted text (7 lines)> > Charlie Heath did the net code for N3 and someone else did GPL/N4. > > > > Bill Bollinger > > www.gsxn.com > > > >

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