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VEC Race 4 - 6 hours of Suzuka

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You had so much time to move over and avoid being that close. The penalty is on point, but it doesn't changes the fact that you've destroyed our race, by getting 0.00002sec of slipstream. Don't be that greedy next time.
 
You had so much time to move over and avoid being that close. The penalty is on point, but it doesn't changes the fact that you've destroyed our race, by getting 0.00002sec of slipstream. Don't be that greedy next time.

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Pretty much what happened at Bathurst this weekend, AMG #22 being greedy, karma struck a few mins later though.
 
@Erhan, yes maybe...
The Problem was in the Rain, when we go to fast to the right or to the left, the Car was so unstable that we lost the Control...
After the Race i chat to Matheus with a big Sorry and he sayed, no Problem thats racing...
P.S: after that Situation our Car had nothing... No Damage.
Maybe Marcel can say anything about that Situation... I think it was a bug. :/
Sry again.

gn8
 
I wouldnt classify this as a bug.
1. The replay is not 100% accurate, obviously when dealing with 120 clients or so, three will be a slight offset
2. Replay is set to medium, due to the size of the replays - this means it is not 100% accurate
Finally this has nothing to do with rfactor 2 - in the end, you were way too close and you bump off a car, even though the game shows you a cm or 20 off, dosent mean you didnt spin the car. Obviously when looking at the result file - you are to blame.
Period - you made a bad move, at 150 km/h why would you even drive this close? after the penalty Fuhrmann posted a protest, well ok i went and reviewed it again, and guess what - i saw the exact same thing and explained it. Still you went ahead with the "dont blame me, blame the game" attitude.

Suck it up! you made a mistake by running THIS close to a GT car, this is exactly the attitude you had back when you told us that 3wide was withdrawing from the series..but then wanted to return again.
Consider this your final warning, im feed up with this kind of behaviour and lack of respect on fellow racers, you can blame me all you want - but its the on track behaviour that ticks me off.
BTW Fuhrmann posted protests on all incidents, i would say that is streetching it just slighty. Yes one can dis-agree on a penalty - but to disagree on all penalties just isent right. I´ll consider what to do with protests these next few days.
 
Since @Henning Wollert asked my opinion on what happened, let me try to explain. First of all, let me state that even though I have only looked at the images and stories in this post, I totally agree with @Jimmi Allison that you are running way too close to the GT car and took way too much risk.

What happened is not a bug... and is probably of interest to everyone racing online...

Let me try to explain. In multiplayer all clients talk to the server. Each client sends the position of their own car to the server, and the server sends the positions of the other cars to the client. That means that the position of your car first goes to the server, and then is forwarded to your opponent. As Jimmi stated you were driving about 150 km/h, let's take that as an example. At that speed you are moving 42 meters per second. Now let's also assume that both clients had a ping of 50 ms (which is very reasonable). At the speed you are driving that means that by the time your position arrives at the other client, you will have moved another 2 meters (42 * 0.05 = 2.1 meters).

Now this might make you think that it would be impossible to do multiplayer races, as 2 meters at a speed of 150 km/h means you could easily be off by 4, 8 or more meters at double that speed, or double that latency (ping).

Luckily, the situation is not that bad as rFactor 2 (and most other sims) successfully try to compensate for this latency. When a position of another car arrives at your client, it not only contains the position, but also the time at which the position was recorded so we can work out the exact latency. That means we know where that car was a little while ago (50 ms) and we can use that information to predict where the car should be 50 ms later. Obviously, how to predict that is not something I can explain in a few lines of text, but the algorithm actually uses a combination of the current vehicle speed and orientation and the AI algorithms to do so. In practice, this works rather well as we can usually race a lot closer together than 2 to 4 meters apart without much drama.

However, the prediction can be a little bit off if a car first is on a collision course and at the very last moment makes a move to avoid the car. There is just no way for the prediction to know in advance that you are going to steer away from the collision at the very last moment. That is why, in online racing, you should never take such risks if you can avoid them. Judging from the comments here, you made a calculated risk as taking avoiding action earlier might have risked you loosing control (as @Marius Bert said above) and the end result was a collision. In hindsight you should have slightly lifted the throttle and left more room.

This also explains why there is a small difference between the replay of your own client, the replay of the server and the replay of the other client (as you will see when you watch the incident from all three perspectives):
  1. On your client, you just managed to steer past the opponent, not hitting him, so all seems fine.
  2. On the server, that also uses this prediction algorithm explained above for both cars, you might or might not see the cars colliding.
  3. On the other client, you will see your car colliding with the opponent.
Collision detection runs on the client, so your car only collides if you hit another car according to your own client. That means that even though you did not hit the opponent on your client, the opponent did get hit by you on his and despite all the smart algorithms that try to compensate for the latency of the internet, you therefore did cause a collision.
 
This is nice article... i think all with brain know what they do packets beetwin PC -> Server -> Other players

All players must respect this in racing side by side!
 
Not to beat an already overly discussed issue to death, but I think the above incident kind of emphasizes how much better it is in the long run to be patient with passing different class cars. Yes you could pile drive it up the inside or around the outside and lose less time, probably getting away with it most of the time as well depending on how you do it. But the risk of it all going wrong just goes up when that can be avoided or lessened so easily with just a bit of patient and smarter racing.

Not saying absolutely everyone does it, but the amount of times I see prototypes going for really aggressive moves when lapping cars and just putting all this extra risk for their race when they really don't need to kind of baffles me a bit. I know in the heat of a battle and the race it's easy to stop driving objectively and non-emotionally, but especially for endurance racing being able to keep a cool head and race methodically and wisely is absolutely key to consistently getting those good results.

To be fair to the prototype drivers I have seen some pretty poor standards in GT fields as well with very similar stuff, just either not thinking about what they're doing or making things so much more difficult and dangerous than they either could or need to be.

Hopefully all that didn't sound too patronizing or anything like that as that's not the intention, just giving my two cents with that topic from my experiences with racing so far.
 
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