

High Speed Projectiles Passing Through Front And Hitting Rear?
#1
Posted 01 July 2016 - 01:28 AM
I don't know if anyone else has been experiencing this, but I seem to be taking a lot of hits in the front, only to have the damage register on the rear of my mech. Is this commonplace or am I just imagining it?
If that is indeed what is happening, I wonder if this game is using continuous collision detection. What that basically means is that the collision detection is done by "looking ahead" at what the object is going to collide with. Since these games run at a certain frame rate, a really fast moving projectile can pass through an object if the timing is right. Because there is nothing between frames, if a projectile is moving so fast that it 'skips' the thing it was supposed to hit 'in between' frames this can be an issue.
Continuous collision detection evaluates everything that happened between frames by detecting everything between the object's previous position and it's current position, accounting for anything that may have been skipped. By "looking ahead a frame" (extrapolation), it can negate the problem. It's more overhead, but that's the price you pay for consistency.
Also, I realized that each projectile has its own mesh... which is worrying for a number of reasons. I wonder if they are batched or if each mesh results in its own draw call. That would be crazy inefficient.
#2
Posted 01 July 2016 - 01:56 AM
#3
Posted 01 July 2016 - 02:04 AM
Or are you just saying it even happens with the relatively slow AC/20 projectiles? Does anybody know what framerate (or tickrate) the servers are running at?
Edited by Product9, 01 July 2016 - 02:08 AM.
#4
Posted 01 July 2016 - 02:26 AM
#5
Posted 01 July 2016 - 03:30 AM
#6
Posted 01 July 2016 - 03:37 AM
#7
Posted 01 July 2016 - 04:20 AM
Product9, on 01 July 2016 - 02:04 AM, said:
It obviously doesn't otherwise how would you be able to do partial laser damage.
Product9, on 01 July 2016 - 02:04 AM, said:
I think we used to have a tickrate of ~120 back in CB. Its much much lower now due to their backwater servers which is what lead to the entire HSR crap in the first place. Crutches that compensate greed.
#8
Posted 01 July 2016 - 04:23 AM
Idealsuspect, on 01 July 2016 - 03:37 AM, said:
It is indeed working as intended. Launch into testing grounds on Canyons, there will be a Centurion immidiately to your right. Shoot it into its rear left torso until you blow it off, then keep shooting RLT and watch how front CT is taking damage.
#9
Posted 01 July 2016 - 04:27 AM
#10
Posted 01 July 2016 - 05:12 AM
PhoenixFire55, on 01 July 2016 - 04:23 AM, said:
It is indeed working as intended. Launch into testing grounds on Canyons, there will be a Centurion immidiately to your right. Shoot it into its rear left torso until you blow it off, then keep shooting RLT and watch how front CT is taking damage.
I dont talk about this ... i talk about shoot a fresh mech, hit his RLT and see damage only affect LT ^^
Edited by Idealsuspect, 01 July 2016 - 06:38 AM.
#11
Posted 01 July 2016 - 06:35 AM
AnTi90d, on 01 July 2016 - 04:27 AM, said:
Nope. Watch this video. Clearly its the front armor that takes damage. Working as IntendedTM.
#12
Posted 01 July 2016 - 06:40 AM
PhoenixFire55, on 01 July 2016 - 06:35 AM, said:
But isnt same with all mechs ? I am pretty sure it is .. well i should go in testing ground before post but anyway i am in a game xD
Edit : Well i did test it and yea its same with all mechs not only centurion.
Its same mechaniks than if you keep shoot a destroyed leg, arm or any component damage will go to front closer component.
But you can try with ERPPC splash damage will go to rear armor if you shoot an arms from back until he is destroyed, then if you keep shoot arms you will hit front armor of next componant side torso in this case and it will do same to CT if you continu...
Also i don't see any problem there.
Isn't same case when you shoot someone in RLT and damage go to LT >>> this is a f**** problem.
Edited by Idealsuspect, 01 July 2016 - 06:57 AM.
#13
Posted 01 July 2016 - 06:41 AM
PhoenixFire55, on 01 July 2016 - 04:20 AM, said:
I don't think we ever had a tickrate that high (last I knew we are stuck with 30), I think at one point the servers were "accidentally" set to something like 15-20 before everyone complained it was too low (because it is). I don't know if it is their tick rate, collision detection (since a projectile could potentially collide with multiple hitboxes at the same time, how does it resolves which one actually got collided with), or just something wonky with HSRs rewinding, but it is definitely a thing.
Edited by Quicksilver Kalasa, 01 July 2016 - 06:42 AM.
#14
Posted 02 July 2016 - 05:04 AM
In fact, this could be the reason why they can't have mechs that go faster than 170 kph or whatever... although that might be somewhat more difficult to solve.
#15
Posted 02 July 2016 - 08:52 AM
Game is as borked as it ever was.
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