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Stick and Rudder space flying

Author
Hung TuLo
Running with Dogs
Out of the Blue.
#21 - 2011-11-02 19:27:49 UTC
mkint wrote:
Because you suck at properly filing stuff (bad ideas should be in F&I, not GD) let's give you a less trolling answer.
Server cycles are 1 Hz. That's 1 tick per second. In other words, EVERYONE always has a minimum of 1 second lag. Stick and rudder controls require there be pretty close to zero lag. Also consider, in a system that often lags out with only a 1hz cycle, what would happen if you added a CONSTANT stream of motion calculations to it? Not only is it a stupid idea from a game mechanics perspective (i.e., do the tutorials before you post stupid ideas in the wrong forums), it is absolutely impossible from a technical perspective. And no, buying new server hardware will not help... CCP has stated that millions of dollars of new hardware will grant almost no improvements (thus they have a whole team who's sole full time job is to optimize software to improve performance.)



Ah now that is a better answer. You still have a problem with attitude. but better answer. Also how do you know if I "SUCK at properly flying stuff" have you ever seen my fly? I don't beleive I even know you.

So your still being a child. And thats ok. MOMMY still has alot of work to do with you doesn't she?

IF its technically impossible thats a great answer. I asked a simple question. I expected answers like I receivedfrom others. If its not posible its not possible. Just trying to understand why.

I wasnt asking for the great pumpkin to answer and immeadiatly remedy my question.

To all that did answer kindly I do appreciate it.

"In space all warriors are cold warriors" ---  General Chang  Star Trek VI

Teamosil
Good Time Family Band Solution
#22 - 2011-11-02 19:28:41 UTC
Wow, a lot of flametards on this thread...

All the technical reasons people are posting about why it isn't possible are bs. Of course CCP could solve the problem if they wanted to go in that way. They use WASD in WiS for example. It might require changing or supplementing the architecture a bit or maybe not, but it's certainly not impossible.

But, yeah, it probably wouldn't be a great idea because:

Syrinx Verrall wrote:
You're the captain of the ship, not it's helmsman. The physics engine was built with that in mind, and thus is unsuitable for stick and rudder stuff due to years and years worth of design decisions going in a different direction.

I'm sure they could cram it in there if they really wanted to, but it would end up a half-assed feature that doesn't fit the game.
Tippia
Sunshine and Lollipops
#23 - 2011-11-02 19:35:26 UTC
Teamosil wrote:
All the technical reasons people are posting about why it isn't possible are bs.
No, they're not. They're pretty harsh limitations on what the server hardware and bandwidth (and your hardware and bandwidth) can handle.
Quote:
Of course CCP could solve the problem if they wanted to go in that way.
No. Not unless they wanted to drop the whole “MMO” thing or massively shard and instance the whole thing, would would ruin one of the unique features of the game.
Quote:
They use WASD in WiS for example.
Fun fact: WiS is not multiplayer, and the server doesn't really have to do anything to handle it. The WASD part of WiS could be complete client-side for all the difference it makes to the game — the flying in space cannot.
Teamosil
Good Time Family Band Solution
#24 - 2011-11-02 19:37:16 UTC
mkint wrote:
Stick and rudder controls require there be pretty close to zero lag.


No, that's not true. Most MMOs have lag of a second or more pretty regularly and use some form of WASD. They just have the local client adjust your apparent position smoothly and the server is up to a second behind. So, maybe the other ship will actually be calculating it's tracking based on your position and speed from 1 second ago and whatnot, but you wouldn't notice the difference. Like in WoW for example, sometimes if there is a race situation, like where you're running to cap a flag, it might look to you like you got there half a second before the other guy, but the other guy is the one who actually gets the flag. That's because your client is showing your position ahead of where the server thinks you are by whatever amount of lag you have, whereas you are seeing the other guy where the server thinks he is plus whatever amount of lag you have. Minor issues like that are unavoiadable, but that sort of thing is no big deal. This isn't a new problem. These issues have been solved many times in many different ways by hundreds of games.
Gealbhan
School of Applied Knowledge
Caldari State
#25 - 2011-11-02 19:39:21 UTC
Jita Alt666
#26 - 2011-11-02 19:45:06 UTC
Teamosil wrote:
mkint wrote:
Stick and rudder controls require there be pretty close to zero lag.


No, that's not true. Most MMOs have lag of a second or more pretty regularly and use some form of WASD. They just have the local client adjust your apparent position smoothly and the server is up to a second behind. So, maybe the other ship will actually be calculating it's tracking based on your position and speed from 1 second ago and whatnot, but you wouldn't notice the difference. Like in WoW for example, sometimes if there is a race situation, like where you're running to cap a flag, it might look to you like you got there half a second before the other guy, but the other guy is the one who actually gets the flag. That's because your client is showing your position ahead of where the server thinks you are by whatever amount of lag you have, whereas you are seeing the other guy where the server thinks he is plus whatever amount of lag you have. Minor issues like that are unavoiadable, but that sort of thing is no big deal. This isn't a new problem. These issues have been solved many times in many different ways by hundreds of games.


How many other MMO's are single shard and have mechanics designed to support having over 1000 individual connections on one grid at a time?
Nova Fox
Novafox Shipyards
#27 - 2011-11-02 19:48:59 UTC
or 9000 players

also how do you nose up or down up in a wasd? game?
that be like wasd ijkl game instead.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Tippia
Sunshine and Lollipops
#28 - 2011-11-02 19:55:52 UTC
Teamosil wrote:
This isn't a new problem. These issues have been solved many times in many different ways by hundreds of games.
…none of which have had to deal with the issue on the scale required in EVE. That makes it a new problem.
Teamosil
Good Time Family Band Solution
#29 - 2011-11-02 19:56:59 UTC
Tippia wrote:
No, they're not. They're pretty harsh limitations on what the server hardware and bandwidth (and your hardware and bandwidth) can handle.

No. Not unless they wanted to drop the whole “MMO” thing or massively shard and instance the whole thing, would would ruin one of the unique features of the game.


I think you're just identifying challenges they would face. Definitely operating in a single universe model presents challenges their developers would need to overcome, but that is a far cry from saying its impossible. I was a developer and then managed a team of developers for about 12 years and I don't recall ever encountering a technical issue we couldn't figure out a way to overcome. As long as there is a source of whatever data you need, you can pretty much always figure out how to architect a solution. Maybe they split off the position-related processing on to another cluster and have the two clusters only talk back and forth when needed, maybe they push more of the processing to client side, maybe they set up a bunch of different clusters all talking to the same central database, maybe they can just expand the size of the current cluster with more blades, maybe they segment off systems on to different clusters with inter-system stuff like updating market prices and whatnot on one main cluster, maybe they change the way they track position entirely to make it less intensive at the software level, maybe they make some database optimization they didn't need to previously. There are tons of possible areas the techies could explore possible solutions. I have no idea which ones would end up viable and which wouldn't. Nobody outside of CCP really would. But load just isn't the kind of problem that ever results in an "that's not possible" answer.

Tippia wrote:
Fun fact: WiS is not multiplayer, and the server doesn't really have to do anything to handle it. The WASD part of WiS could be complete client-side for all the difference it makes to the game — the flying in space cannot.


Yeah, they haven't rolled it out yet really, but obviously they think it is possible to do, right?
SpaceSquirrels
#30 - 2011-11-02 20:05:10 UTC
Also that damage is really a dice roll. Yeah there are controllable variables, but at the end of the day you click shoot game decides if you hit and how much. So it's not like you can really dodge fire in he greater sense of things. Until you can really "aim" your own fire not a whole lot of point.
Teamosil
Good Time Family Band Solution
#31 - 2011-11-02 20:07:59 UTC
Jita Alt666 wrote:
How many other MMO's are single shard and have mechanics designed to support having over 1000 individual connections on one grid at a time?


I don't know that that makes a huge difference. 10 clusters of 10 servers each writing to 10 different databases isn't really that different than 1 cluster of 100 servers writing to 1 database cluster of 10 servers. There are some bottlenecks you would need to deal with more in the later scenario, but I certainly don't see why it makes it impossible. Single shard just means they all use the same database, but databases can scale up to thousands of servers these days.
Teamosil
Good Time Family Band Solution
#32 - 2011-11-02 20:12:59 UTC
SpaceSquirrels wrote:
Also that damage is really a dice roll. Yeah there are controllable variables, but at the end of the day you click shoot game decides if you hit and how much. So it's not like you can really dodge fire in he greater sense of things. Until you can really "aim" your own fire not a whole lot of point.


I'm not advocating this. I like it how it is. But there are some kind of cool things you can do with space combat without aiming your weapons. Star Trek had kind of an interesting spin on it where you would fit different guns facing different directions. Some could fire over a very wide arc, some very narrow arcs, then you had different shields for each side of your ship. So you were constantly adjusting position to try to get your main front gun lined up with them or to expose your shield with the most strength left or whatever. I don't think EVE should go that way, but it was kind of cool.
Lord Ryan
True Xero
#33 - 2011-11-02 20:17:15 UTC
Stan Smith wrote:
this was a bad idea back in 2005 when i joined. nothing has changed. and no there is no way to get a bridge view from your ship



Give me my bridge view or I'll pod your ass back to 2005!

Do not assume anything above this line was typed by me. Nerf the Truth, it's inconvenient.

Tippia
Sunshine and Lollipops
#34 - 2011-11-02 20:17:23 UTC
Teamosil wrote:
Definitely operating in a single universe model presents challenges their developers would need to overcome, but that is a far cry from saying its impossible.
Actually, with the current tech, it pretty much says that it's impossible.

The servers and the clients and the connection between them can't handle it. Making it “possible” technically would make it impossible economically due to how few people would be able to subscribe and how much the servers would cost to support them. Until ye olde Moore's Law has had another decade to work and even the US has jumped on the broadband band-wagon, then maybe the two will move towards some point of intersection, but right now, no.
Quote:
As long as there is a source of whatever data you need, you can pretty much always figure out how to architect a solution.
And that's the problem: the source
Quote:
maybe they push more of the processing to client side
The problem with that solution is that it can only go so far, and it comes at an unacceptable price: client data alteration. You cannot trust the client. Planetside already proved this (as well as why this kind of direct control is less than optimal for MMOs in general).

The other problem is: why add it? What does it actually add after all that fiddling? Joystick (and WASD) control makes sense when we're talking about one-man fighters and a Wing Commander scale on the ships… in EVE, we're talking about M1/M2/M7-class ships from the X-series (and as anyone who has played those with a joystick will tell you — a joystick makes fuckall difference in manoeuvring those ships, and you're really just more likely to snap the thing from constantly leaning on it for a minute to make a full turn).
Quote:
Yeah, they haven't rolled it out yet really, but obviously they think it is possible to do, right?
They think that WiS won't be nearly as time-critical as FiS, I'd say, not to mention that the world interaction is far lighter and far less cruical…
Alice Katsuko
Perkone
Caldari State
#35 - 2011-11-02 20:19:16 UTC
There are both technical and conceptual reasons for why you cannot use a joystick or WASD to control your spaceship.


(1) Server-side calculations are performed in one-second ticks, including Destiny physics calculations. While the client gives the impression of real-time movement, the actual game does not run real-time. Proper joystick control would require near real-time physics calculations, at least to provide the real-time responsiveness that the op wants, else you would either get rubberbanding from disagreement between client and server simulation, or delayed response while the server performs its calculations and sends back the results. Real-time simulation would not be an issue for small fights, but would quickly overload the server for medium and large fights, especially if each client started sending out a dozen updates to the ship's vector each second.

(2) WiS is a separate environment, which does not require physics calculations. The WiS server does not need to keep track of your avatar's momentum, velocity and bounding box. Similarly, virtually all other games have no physics simulation, and only track an avatar's coordinates.

(3) WASD does not work well for controlling avatars in a fully three-dimensional space from a third-person perspective. It works well from a first-person perspective, where WASD is used to move the character along the axis of view and the mouse is used to orient the character. Such as system was used in Descent and in iWar, for example. EVE would not work well in a first-person view without a major redesign of the entire interface due to information flow issues. A pilot restricted only to the first-person view would not be easily able to ascertain the position of enemy and friendly ships, for example. The alternative would be to use additional buttons to control ship orientation or z-axis motion, but that sounds more cumbersome than the current double-click mechanic, which is nice and simple once you get used to it.

(4) You do not fly battleship using a joystick. The way ships move in EVE is not geared towards a joystick-style control scheme, aside perhaps from interceptors and frigates.
Teamosil
Good Time Family Band Solution
#36 - 2011-11-02 20:23:43 UTC
Tippia wrote:
The servers and the clients and the connection between them can't handle it. Making it “possible” technically would make it impossible economically due to how few people would be able to subscribe and how much the servers would cost to support them.


That could certainly be true. No argument there. It could be too expensive a problem to solve given their current subscriber base.

Tippia wrote:
The problem with that solution is that it can only go so far, and it comes at an unacceptable price: client data alteration. You cannot trust the client.


You don't necessarily need to. For example, the client could be updating the position it displays to you to get around lag, but the server could calculate the true position, so the client isn't telling the server where you are, it is telling the server how you move.

Tippia wrote:
The other problem is: why add it? What does it actually add after all that fiddling? Joystick (and WASD) control makes sense when we're talking about one-man fighters and a Wing Commander scale on the ships… in EVE, we're talking about M1/M2/M7-class ships from the X-series (and as anyone who has played those with a joystick will tell you — a joystick makes fuckall difference in manoeuvring those ships, and you're really just more likely to snap the thing from constantly leaning on it for a minute to make a full turn).


Yeah, I agree. I have said a couple times I don't think they should do it. I'm just saying they could make EVE into that kind of a game if they wanted to.
mkint
#37 - 2011-11-02 20:26:20 UTC
Teamosil wrote:

1 - Maybe they split off the position-related processing on to another cluster and have the two clusters only talk back and forth when needed,
2 - maybe they push more of the processing to client side,
3 - maybe they set up a bunch of different clusters all talking to the same central database,
4 - maybe they can just expand the size of the current cluster with more blades,
5 - maybe they segment off systems on to different clusters with inter-system stuff like updating market prices and whatnot on one main cluster,
6 - maybe they change the way they track position entirely to make it less intensive at the software level,
7 - maybe they make some database optimization they didn't need to previously.

1 It already mostly is. The simulation is run on the solar node and not much else is.
2 number 1 rule of developing MMO's is never ever ever ever trust the client. If you do, people will have an incentive to hack the client (and they WILL do it) breaking the game forever. The client is for user input/output purposes ONLY.
3 the simulation has very very little to do with any central database.
4 that is so off from reality, I don't even know how to tell you.
5 they already do this
6 that would require rewriting the entire game from the ground up. I believe the appropriate word is "insurmountable"
7 already being done. 10% is considered a massive improvement. stick and rudder would need something like 10,000%

Quote:

There are tons of possible areas the techies could explore possible solutions. I have no idea which ones would end up viable and which wouldn't. Nobody outside of CCP really would.

But load just isn't the kind of problem that ever results in an "that's not possible" answer.

CCP is very open in their techie devblogs since technical problems started killing EVE 2 years ago. Anyone who keeps up with what goes on behind the scenes would have a good idea of what the server can handle. Go back and start reading tech blogs from about 2 years ago, and catch up on how EVE is put together.

Also, a lack of technology very very often results in a "that's not possible" answer. Of course, introduction of new technology can (eventually) address the "that's not possible" answer, however technology can never fix a "that's a stupid idea" suggestion.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Teamosil
Good Time Family Band Solution
#38 - 2011-11-02 21:01:39 UTC  |  Edited by: Teamosil
mkint wrote:
2 number 1 rule of developing MMO's is never ever ever ever trust the client. If you do, people will have an incentive to hack the client (and they WILL do it) breaking the game forever. The client is for user input/output purposes ONLY.


Addressed above. Agree you wouldn't offload anything you didn't want hacked to the client, but that's only some stuff.

mkint wrote:
4 that is so off from reality, I don't even know how to tell you.


How do you mean? Economically? That may be true, I don't know. Technically, of course they can add more servers to a cluster.

mkint wrote:
6 that would require rewriting the entire game from the ground up. I believe the appropriate word is "insurmountable"


No offense, but you're just talking out of your ass on this one. You have no idea how they track and store location data. Like, what type of variable is it stored in? Is part of a complicated object or an array or a native variable type? How do they search it? How are they updating it? Etc. None of that is stuff you would even notice if they decided to change to facilitate using it in a different way, so I don't see how you could possibly assume that they would need to re-write the whole game...

mkint wrote:
7 already being done. 10% is considered a massive improvement.


"Already being done" isn't really an answer that makes sense in this context. Optimizing a database isn't like just a knob you turn from "poorly optimized" to "well optimized". You tweak it to perform specific tasks better at the expense of the performance of other tasks or disk space or memory usage or whatever. As you add in new demands on the database new optimizations become relevant that wouldn't have been before, etc. What I am saying is that presently they don't do WASD, so the database wouldn't be optimized for that. To just hazard a guess as to whether it could be optimized in a way to make those transactions trivial is fruitless. You'd need to be intimately familiar with many thousands of lines of CCP's code and stored procedures and indexes and blah blah blah, none of which you or I are...

mkint wrote:
stick and rudder would need something like 10,000%


That's silly to think that just adding WASD would somehow increase the load on the servers or the database 100 times over... Your client is already talking to the server every second. Every second the server is already doing some kind of process for you. It's just adding on a little bit of data being sent each time that you move around and doing a little bit more calculation on their side. Neither of us could actually know with any degree of accuracy, but I would guess more like a 10% increase in load.

Maybe we're just talking about different things. If you're saying "given their current architecture and budget this isn't something they can do", that may well be true. That's what all the dev blogs are about- stuff like "hey we got a new proxy this weekend so blah blah blah". That isn't relevant to what it is possible for them to do, that's what they are doing.
Cat Casidy
Percussive Diplomacy
Sedition.
#39 - 2011-11-02 21:11:09 UTC  |  Edited by: Cat Casidy
You seem to not know alot of things for someone who says everyone else is wrong...

.

Barakkus
#40 - 2011-11-02 21:14:43 UTC
Someone wrote an app that would let you pilot your internet spaceships with a joystick, it's up on the old forums somewhere...don't know what happened to the project though. It basically read the joystick movements and performed the clicks in space for you. Was very interesting to see it working.

http://youtu.be/yytbDZrw1jc