Board Thread:Game Discussion/@comment-34843407-20190403142316/@comment-31526827-20190406020715

RandyMc wrote: Just seems like a contradiction of programming. ME7's flying cars are a result of hills. Sometimes the OMP cars are flying over flat ground. And as far as the barriers and grass, if the programming predicts the car to be in the grass, or into a barrier, should'nt the game also apply a speed reduction penalty? I know it does when I'm doing WTTT runs. If it knows I've missed a turn and going to hit a barrier, the penalty pops up a split second before the collision.

Dude... sigh... nothing anyone says, no matter how logical or grounded in decades of prior programming experience, will change the answer from “Packetloss” and latency.

In the case of “flying” cars, even if the answer is bad input, it stands to reason that there should be sanity checks in the code. A common practice that says, even if my input suggests I should be 50 feet in the air or half way in the cpground, I KNOW that is impossible so I’ll go with what I’ve got.

If I put ut says the car is INSTANTLY 200 meters away from where it was .1 seconds ago we know it can’t be, so, smooth or average the input, just like during replays. There are many ways to error check the input, smooth the output and perform simple sanity checks, it’s up to the devs to implement them instead of blaming the internet.