----- Original Message ----- From: "Gene Buckle" <[EMAIL PROTECTED]> To: "FlightGear developers discussions" <[EMAIL PROTECTED]> Sent: Monday, November 10, 2003 5:37 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status
> > > > a nice place to stick information unique to that plane that is dynamic > > in > > > > nature -- can handle specialized panel displays, hud, etc.... > > > > > > > In that case, some kind of framework should be built so that the plug-in > > > could run on a seperate machine if needed. > > > > um ?? for code/data local to an a/c instance ?? remoting that would slow > > down the response time to realtime events > > > For virtual cockpits, you're correct. however, when you're working with a > physical cockpit, you need to have your displays on separate physical > hardware. > > If the simulation reacts within 150ms of the real thing, you're still good > for Class D anyway. 150ms is an eternity for most computers. > > Even on a 10BaseT network you should be ok whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an exterernal source, and feeding out info that would normally drive the panel/hud -- arent there native_ctrls/native_fdm/native_gui that handle that ?? (though I would be much happier seeing that handled completely seperate from any network multiplayer -- i.e. a plugin cockpit i/o module, as you could have a physical cockpit sim driven by FG hooked into a network multiplayer server) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel