Hit registration and view distance
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sunFlare
- Posts: 5
- Joined: 2017-09-13 08:44
Hit registration and view distance
I was playing on Black Gold (Std AAS) and noticed my shots were not registered anymore from a certain distance to the target.
While using a tow, I shot one time at a tank (distance was roughly 700-800m) which started backing up and it suddenly disappeared at the same time my shell exploded.
According to other players who witnessed the shot, the tank took no damage at all.
I'm familiar with the way the BF2 Engine works, but I didn't know the server refused to validate some events after a certain distance. Are those two things really linked?
Same things often happens with helicopters, they just seem to 'pop out of nowhere' in the sky.
While using a tow, I shot one time at a tank (distance was roughly 700-800m) which started backing up and it suddenly disappeared at the same time my shell exploded.
According to other players who witnessed the shot, the tank took no damage at all.
I'm familiar with the way the BF2 Engine works, but I didn't know the server refused to validate some events after a certain distance. Are those two things really linked?
Same things often happens with helicopters, they just seem to 'pop out of nowhere' in the sky.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Hit registration and view distance
Tow to tank front armor does 15% damage.
Distance only decides what gets networked and how often. It doesn't make things not happen.
Distance only decides what gets networked and how often. It doesn't make things not happen.
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sunFlare
- Posts: 5
- Joined: 2017-09-13 08:44
Re: Hit registration and view distance
What I meant was the relation between the current distance between the player-target and the current view distance.[R-DEV]AlonTavor wrote:Tow to tank front armor does 15% damage.
Distance only decides what gets networked and how often. It doesn't make things not happen.
It just seems like you can't shoot anything above the maximum view distance.
Let's say we are on a 2km flat-map layout without any sort of obstacles and I want to shoot a rocket from the top-left corner of the map to the bottom-right, according to what I noticed, the rocket will never be 'networked'/'registrated'/w-e you call it further than the current view distance. Is this statement correct?
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sunshine2241991
- Posts: 220
- Joined: 2013-05-12 16:04
Re: Hit registration and view distance
[R-DEV]AlonTavor wrote:Tow to tank front armor does 15% damage.
Distance only decides what gets networked and how often. It doesn't make things not happen.
tell me comrade .
lets say i shoot with tank shell like at some building 2 km away from me and than not in my view distance . will it hit the building ?
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Hit registration and view distance
Yes.sunshine2241991 wrote:tell me comrade .
lets say i shoot with tank shell like at some building 2 km away from me and than not in my view distance . will it hit the building ?
Nothing is client side in this wonderful engine. The engine can decide things are not important enough to be networked and you won't see them, which can look weird at times.
Some bullets may have time to live and disappear after passing that time. View distance only affects lock range (and not automatically, we do that with a script per map), bullets/rockets don't depend on a map's view distance.sunFlare wrote:What I meant was the relation between the current distance between the player-target and the current view distance.
It just seems like you can't shoot anything above the maximum view distance.
Let's say we are on a 2km flat-map layout without any sort of obstacles and I want to shoot a rocket from the top-left corner of the map to the bottom-right, according to what I noticed, the rocket will never be 'networked'/'registrated'/w-e you call it further than the current view distance. Is this statement correct?
Hit detection is 100% server-side. (with lag compensation of up to 300ms latency, which helps players up to 600 ping (ping is round trip time)).
Go mark a friend on the other side of the map and fire an RPG above him. He'll hear it. Its not rare to hear random rockets flying above you.
edit: that said, lag compensation doesn't compensate being in a rotating/moving vehicle if you're not the driver (If you're the driver, movement gets predicted properly).
Last edited by AlonTavor on 2017-09-13 19:59, edited 1 time in total.
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sunFlare
- Posts: 5
- Joined: 2017-09-13 08:44
Re: Hit registration and view distance
Thanks for the detailed answer. It makes more sense now.
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Hit registration and view distance
Isnt tow also distance limited? Or is it only the ability to control it?
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LEGIYA
- Posts: 160
- Joined: 2017-07-04 23:02
Re: Hit registration and view distance
The helicopter part is happening.
It just puffs into nowhere when hit by aa.
It just puffs into nowhere when hit by aa.
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Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: Hit registration and view distance
No, you can shoot beyond VD. What does happen to TOWs and similar(stationary) ATGMs is that they lose their wire guidance after some 2kms(max VD outside of Falkslands is 1.3km) and spiral into the ground. Ballistic projectiles like rockets, missiles and especially mortars(range: 1.5km) are not bound by this.sunFlare wrote:What I meant was the relation between the current distance between the player-target and the current view distance.
It just seems like you can't shoot anything above the maximum view distance.
Let's say we are on a 2km flat-map layout without any sort of obstacles and I want to shoot a rocket from the top-left corner of the map to the bottom-right, according to what I noticed, the rocket will never be 'networked'/'registrated'/w-e you call it further than the current view distance. Is this statement correct?
A different story altogether might be rifles and some other equipment that have a built-in max range or life time to mimic some of their RL properties.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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^GhostFOx^
- Posts: 4
- Joined: 2017-06-19 02:11
Re: Hit registration and view distance
Well BF2's lag com is very old, one time I got shot by an IFV 50 times and left without a single hit. It's a problem playing on maps that focus on CQB or if you do get into a CQB fight can't really say much about armor vs armor fights but the same system applies here.
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bahiakof
- Posts: 169
- Joined: 2008-04-22 22:10
Re: Hit registration and view distance
Do you want to know if it is possible to use indirect shooting tactics? The answer is yes:
ATGM: Approximate 1500m
HELLFIRE: Approximate 2000m
ATGM: Approximate 1500m
HELLFIRE: Approximate 2000m

