Harald JOHNSEN writes:
Oliver Schroeder wrote:
2) chat messages
[...]
protocoll supports chat-messages and the ATC-module has functions to queue
and display them on screen. So it should'nt be too hard to combine them and
enable chat-messages. Somebody willing to give it a try?
On Mon, 1 Aug 2005 18:59:21 +0100, David wrote in message
[EMAIL PROTECTED]:
Harald JOHNSEN writes:
Oliver Schroeder wrote:
2) chat messages
[...]
protocoll supports chat-messages and the ATC-module has functions
to queue and display them on screen. So it should'nt be too hard
Am Wednesday 20 July 2005 10:46 schrieb Vivian Meazza:
Oliver Schroeder
I *think* that the flightgear client is kind of to big and this kind of
program (lets call it injector) does not need all of its functions. Eg.
there is no rendering, ATC(?), Autopilot, Audio and others needed. Maybe
And remember that a robust implementation can get big speedups by
handling
Mostyn Gale wrote:
Andy Ross wrote:
The best way to do this is actually dynamic: the server gets to
send the X most important objects to each client per update.
Importance can be defined in screen space -- think of
Am Tuesday 19 July 2005 19:27 schrieb Harald JOHNSEN:
Oliver Schroeder wrote:
1) out of reach
[...]
I think the range should be user configurable.
So it's possibly a good idea to include a similar check in the flightgear
client. The server does a precheck, i.e. does not send packets from
Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza:
Oliver Schroeder
3) artificial life at airports
[...]
Would a dedicated instance of FlightGear running all the AI traffic needed
and passing them to the server for distribution to all players do the
trick? (filtering by range if that's
Oliver Schroeder
Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza:
Oliver Schroeder
3) artificial life at airports
[...]
Would a dedicated instance of FlightGear running all the AI traffic
needed
and passing them to the server for distribution to all players do the
trick?
Oliver Schroeder wrote:
I don't think it's a good idea to handle chat messages in another way then
messages from ATC (or any other type of conversation). There should be one
interface for all types of messages and every module (currently ATC and
maybe chat messages in the near future)
Oliver Schroeder wrote:
Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza:
Oliver Schroeder
3) artificial life at airports
[...]
Would a dedicated instance of FlightGear running all the AI traffic needed
and passing them to the server for distribution to all players do the
trick? (filtering
Andy wrote:
The best way to do this is actually dynamic: the server gets to send
the X most important objects to each client per update. Importance
can be defined in screen space -- think of it as the number of
pixels of error that the receiving client would have if the update
were not sent.
Hello List,
some of you may already have taken notice of my multiplayer server for
flightgear (http://www.o-schroeder.de/fg_server). It's working quite well in
sane environments but I want to improve it and therefor have some questions
you may be able to answer.
1) out of reach
The server
Hello,
3) artificial life at airports The server gives a lot of
opportunities. One of the first things which came to my mind was
artificial traffic at airports. It should be fairly easy to write
clients in any (network capable) language which do simulate a client.
This can be simply a
Quoting Oliver Schroeder :
1) out of reach
The server receives position information of clients and thus should be able
to calculate the distance of two given clients (measured in nautical miles,
disregarding height) so it is able to decide if it has to send packets to a
client or not. In
So the question is: How can I easily calculate the distance and how many
nautical miles are out of reach (thinking of e.g. radar systems) ?
It could be that VFR-equipped planes (esp. those w/o radar) only need
things within the visibility range. I don't know about airborne radars,
never flew
Frederic Bouvier wrote:
Oliver Schroeder wrote:
So the question is: How can I easily calculate the distance and how many
nautical miles are out of reach (thinking of e.g. radar systems) ?
You can compute distance at an altitude using SimGear functions
Ack, don't even *think* about doing
Oliver Schroeder wrote:
1) out of reach
[...]
So the question is: How can I easily calculate the distance and how many
nautical miles are out of reach (thinking of e.g. radar systems) ?
I think the range should be user configurable.
For VFR we have a nearly hard coded limit of 10 NM from
So the question is: How can I easily calculate the distance and how
many nautical miles are out of reach (thinking of e.g. radar systems)
?
You can compute distance at an altitude using SimGear functions
Ack, don't even *think* about doing the math in a GIS datum.
I agree. You
Oliver Schroeder
some of you may already have taken notice of my multiplayer server for
flightgear (http://www.o-schroeder.de/fg_server). It's working quite well
in
sane environments but I want to improve it and therefor have some
questions
you may be able to answer.
... snip ...
3)
On July 19, 2005 06:33 am, Oliver Schroeder wrote:
1) out of reach
. . .
This will need to apply on chat messages as well.
3) artificial life at airports
. . .
There is a traffic manager in FlightGear. May be you can make use of that.
On July 19, 2005 01:27 pm, Harald JOHNSEN wrote:
For
Ampere K. Hardraade
... snip ...
As Pigeon said, make that a separate window, because the ATC line is
allready nearly impossible
to read ;) It should not be hard to code but the atc code is not good
for that (anyway it does not
queue messages).
I agree. That ATC line is horrible.
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