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Hey times, can you do an experiment on the incubator branch? (Games : Vector Thrust : Forum : Multiplayer : Hey times, can you do an experiment on the incubator branch?) Locked
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Jan 8 2015 Anchor

Yesterday I played a 3 player death match where I seemingly got a bunch of direct hits on the other players but none of them did damage (Thier missiles completely destroyed my plane almost every time, of course.) Judging by which objects were teleporting around, I'm guessing missile behavior is handled on the client of the player who launched the missile. What I'm suggesting is that you make an incubator build where missiles are processed by the player they are targeting instead (if that makes sense). I believe this will be more accurate since the player who launches the missiles has no control after they are fired but the other player can use maneuvers to evade missiles or lead them around.

Edit: this could also lead to inaccuracies concerning where in space the missile is launched but hopefully that can be fixed by general optimizations.

Edited by: bornloser

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Jan 8 2015 Anchor

Sounds like it's caused by lag.

Or is it?

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Jan 8 2015 Anchor

Nergal01 wrote: Sounds like it's caused by lag.

Or is it?


I think it is too. My suggested system should be a net benefit because the player who launched the missile can't control it after they fire it.

KirbyADF
KirbyADF WardogePilot
Jan 8 2015 Anchor

But if the missile is in control of the person firing, then wouldn't a hit on your side be a hit in the game?

Jan 8 2015 Anchor

KirbyADF wrote: But if the missile is in control of the person firing, then wouldn't a hit on your side be a hit in the game?


It counts as a hit on the HUD but doesn't do any damage, even when the other player wasn't even trying to evade. If the missile was "controlled" by the evading client the game could always send a "hit" message back to the player who fired it.

Jan 8 2015 Anchor

@ bornloser, actually the net code already works they way you are asking. The player who has been locked has control over the missile and damage that it does.
But I hear every time that this is not the best solution because cheats, etc.

So if you fire a missile and see a hit, only is valid if the target was really hit on their side.
To be simpler there is no further communication after the missile was fired. This was mostly to test if a minimalistic approach would enough. But probably I’ll have to update the missile position regularly for other clients.

Jan 8 2015 Anchor

timeSymmetry wrote:
So if you fire a missile and see a hit, only is valid if the target was really hit on their side.


I have reason to believe that most of them were direct hits due to the close range and the fact that my opponent wasn't maneuvering very much. In my last game with him I managed to kill him a bunch of times but then we added a third player and my missiles (only my missiles) stopped working properly.

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