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Author Topic: Warp contact - collisions  (Read 3626 times)
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vosblod
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« on: June 19, 2011, 11:39:56 AM +0100 »

This has been discussed extensively in the past but for the benefit of our newer joiners the UKGPL rules/guidelines in relation to warp contact are here.
The gist is, the client replay needs to show no contact for it to come under that category if the server shows otherwise. Therefore it is important that, if you feel warp played a factor, you attach a clip from your client replay when submitting your incident report. Remember that you cannot submit a replay after the fact ie it cannot be introduced on Appeal as additional evidence.
One other issue to take into account is the GPL collision box.

The main factor the moderators look for is whether the collision was inevitable or highly likely to happen anyway. This being the case the incident will normally be treated as per anything else ie normal penalties apply. Even where it is considered to fall under a warp incident category there is still the option to penalise if you were following too closely for a length of time ie aggrevating the chances of such an incident occuring.

Warp is an unfortunate fact of online racing so commonsense and caution need to apply.
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blito
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« Reply #1 on: June 19, 2011, 11:54:21 AM +0100 »

Agreed entirely.
The other day I was following Geoff at Silverstone and got a little too close for comfort and all it took was a little warp and Geoff was off into a spin.... I should have known better than to deliberately get that close to a driver who is known to be a little warpy on occasions!
I must add however that warp seems to be a much bigger factor know than it was a few years back. I wonder if the quality of our servers is not what it once was? 
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Jason Blito
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« Reply #2 on: June 19, 2011, 11:59:32 AM +0100 »

I must add that there should be some mitigating factors, such as unpredictable behaviour of the car in front of you. Even if you follow closely, you can account for warp and leave enough room, but if someone brakes in the middle of the corner or at the corner exit, and you cannot avoid a contact (and it appears as warp contact), the responsibility should at least be distributed equally, if not entirely to the driver in front, though IMO it should just be ruled as a racing incident.

You probably guessed where I'm coming from - the incident with 65s in Watkins a few months ago at the exit of The Loop. I still don't agree how that was ruled out, because it places unrealistic demands on the following driver and suggests we avoid trying to come close to another car on corner exits to benefit from slipstream down the next straight.
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Cookie
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« Reply #3 on: June 19, 2011, 11:40:45 PM +0100 »

Just a question...

Is the antique 36fps mode a  cause of this extreme warping!?

When racing 60fps I never had such a warping experience!

I saw a posted explanation of warping, but don't remember where, that shows how it works with tangential peaks.
So I think with nearly 2 times more contact of driver and car, the warping peaks will have to be smaller.

Cheers  chef
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Axel "Cookie"

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« Reply #4 on: June 19, 2011, 11:41:50 PM +0100 »

Somehow I don't think I'd like people taking more risks if we use 60 fps, just because they assume warp contact would be less like or less severe.  Roll Eyes
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« Reply #5 on: June 20, 2011, 12:43:19 AM +0100 »


Somehow I don't think I'd like people taking more risks if we use 60 fps, just because they assume warp contact would be less like or less severe.  Roll Eyes


 gun_bandana Hristo

I don't think this is an argument against 60fps!
I race with both fps in leagues and I would never risk more or less because of it!!!

Just want to find out how to avoid warping...

I opened a thread at SRMZ cause there are the specialists and hope to get answers.
http://srmz.net/index.php?s=ab9f49d5eca2ffb2e0b2ac3f632b9f7d&showtopic=6987
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Axel "Cookie"

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« Reply #6 on: June 20, 2011, 12:47:17 AM +0100 »

You can't avoid warping, but you can avoid warp contacts - just leave more room in front and on the side when racing other cars. Smiley
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« Reply #7 on: June 20, 2011, 01:03:45 AM +0100 »

But really
for the fun of racing it would be a great progress if we could have infights wheel to wheel as in reality!

I hate to think allways: "I can't use this open door because there could be warping"
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Axel "Cookie"

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« Reply #8 on: June 20, 2011, 01:11:11 AM +0100 »

That's more down to low ping and good connection quality, rather than FPS. What 60 fps helps more about is how the cars behave once there is contact.
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« Reply #9 on: June 20, 2011, 01:23:16 AM +0100 »


What 60 fps helps more about is how the cars behave once there is contact.


Its also better to avoid contact cause its way smoother driving and gives you more feeling of the car!

ATM I am fighting with LeMans the first sector on my 60fps  server no problem for me to get 0:54 split time.
But on the Formula Libera 36fps server its great to get a 0:55...
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Axel "Cookie"

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« Reply #10 on: June 20, 2011, 01:38:27 AM +0100 »

That's a misconception, Axel. Just because YOU can drive smoother with 60 fps and get better feeling for the car it doesn't mean there is less risk for warp contact. Smiley Maybe only when racing against you, lol. Personally I don't really mind, I'm used to low fps driving, but I guess it's a highly subjective matter.
« Last Edit: June 20, 2011, 01:40:09 AM +0100 by Hristo Itchov » Logged

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« Reply #11 on: June 20, 2011, 02:02:31 AM +0100 »

Just because YOU can drive smoother with 60 fps ..... but I guess it's a highly subjective matter.

No its not subjektive!

For 36fps I have to make a setup else than for 60fps.
A 60fps can be much more on the edge as I can feel the limit better and so the results are better.
I do most my setups with 60 but have to make them less agressive when driving with 36 (Toe in eg has to be higher)

Back to topic: I think (subjective!) 60FpS give us less warping incidents!
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Axel "Cookie"

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« Reply #12 on: June 20, 2011, 03:26:34 AM +0100 »

It is subjective, because it's about your own perception. 60 fps patch doesn't change the physics of the car, it doesn't give an unfair advantage to anyone, you don't really do better lap times because of it but because you get better feedback from the car. That's not necessarily true for everyone else. Personally I don't do better times with 60 fps, I do the same times.

So NO, 60 fps doesn't give you less warping incidents, it only gives you less crazy reactions of the cars during incidents that involve warp.

And anyway, you won't see 60 fps used in here, there are people who have old PCs and can't run it. Until recently I was one of them.
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« Reply #13 on: June 20, 2011, 05:39:07 PM +0100 »

You probably guessed where I'm coming from - the incident with 65s in Watkins a few months ago at the exit of The Loop.

I might be wrong, but I think that you're talking about WG race in 67's, not 65's Wink

As for the 60fps patch. We had a test race with it and If I remamber correctly, quite a few drivers had problems with drooping fps. That's why we don't use it in UKGPL.
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francesco
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« Reply #14 on: June 27, 2011, 10:18:37 PM +0100 »

Quote
I hate to think allways: "I can't use this open door because there could be warping"

.Holy words!
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