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?


The XFG missile would definitely not launch itself if this method was applied.
