One thing to add to Parrot's explanation. (We just call him Parrot, or The Bird, and in the game, he is sometimes the Puff of Feathers. Pretend you are back in college, and nobody uses real names, because everyone has a nickname that must be used instead. Yo Spanky. Wazzup Puckerbutt.)
Zup seems to have some sort of data bridging logic so that the local app does certain things if the server intermittently stops passing or receiving data due to a player's lag. Let's say my signal sucks. I am chasing Parrot, but because my signal is sketchy, I am not getting a nice real-time stream of data from the server that tells my phone where Parrot is. As the data reception pauses, sometimes the app simply has Parrot disappear from view, but OTHER TIMES, it keeps him flying straight and level from his last position.
I can tell when it does this (and it is a big clue as to my lagging) when I see Parrot in a hard bank, but then his plane suddenly stops turning, and instead it flies straight at a constant heading, altitude, and speed, even though a second ago he pulling a high-g turn. In fact, he's still banked at 80 degrees, but he's somehow flying straight toward the horizon! When that happens, I KNOW that in another second he will finish that high-g turn at phenomenal velocity, faster than any plane I've ever seen. Sure enough, when my phone finally is able to receive the server data, poof, he's gone. In fact, poof, he's behind me and, poof, I'm dead!
Of course if I had fired at him when my app paused his movement and temporarily suspended him in a straight course ahead of me, my app would have registered hitting him. If I am making the right assumptions about the local apps and servers' interactions, the hit logic is local to me, and I'll see multiple strikes on him. He's not actually there, but as the data catches up, he might very well die, even though he now thinks that he is behind me and shooting me up. I've seen it a lot during MCLE (Massively Catastrophic Lag Events) (lol) where two players pass each other, think they've shot each other, although neither thinks they got shot, and then both die a few moments later.
The other day, the lag was so bad, I got shot up and died, and then when I respawned, I took off, and as I rose over the runway, I got killed. There wasn't a red in sight! I believe you've reported this one Stuart. I got killed from before I got killed! Like, it stored it up and spit it back out after rebirth. Oh the Humanity! I was really mad.
It's annoying, and I tend to stop playing when I see Big Lag. Kind of like trying to listen to i-Tunes while driving in an area with bad data coverage. Except that i-Tunes doesn't have to re-catch-up to real-time play -- it can recover and be a few seconds behind from before, no big deal. Multiplayer games have to catch back up, and so you get pauses, skips, AND jumps.
Manfred