Of course the age old suggestion in all online racing games is, "Fix the lag collisions!" However, I want to propose an idea that might work, but I don't have any clue as to the feasibility of the actual programing of said idea.
The Problem: Cars shoot off from impossible collisions when nudged fairly hard while online.
A Solution: Void extremely high collision force values, then recalculate based on the closing speed at or near the instant before contact.
As the collision detection stands now, there is already a delay from the moment of impact to the resulting reaction; which, I think, can only be fixed with the brute force method, high CPU clock.
What is the feasibility of this solution, and could the calculation delay be a reasonably short time? Considering the net code makes position predictions, would calculating the collision ahead of time be possible?
The Problem: Cars shoot off from impossible collisions when nudged fairly hard while online.
A Solution: Void extremely high collision force values, then recalculate based on the closing speed at or near the instant before contact.
As the collision detection stands now, there is already a delay from the moment of impact to the resulting reaction; which, I think, can only be fixed with the brute force method, high CPU clock.
What is the feasibility of this solution, and could the calculation delay be a reasonably short time? Considering the net code makes position predictions, would calculating the collision ahead of time be possible?