Hey all,
Sorry for coming in late on this, but I can clear a few things up.

> Regarding multiplay, even though my lan's 100mb and the lan loading is
> pretty
> light, the 'other' a/c jump around a lot when I get close them.  What
is
> the
> most likely cause of this?

Yep, this is simply an artifact of the "rate" of the multiplayer tx.
Receive multiplayer packet, update multiplayer position.  There is no
extrapolation or prediction.  If you have a good spec machine, try
increasing your rates until the movement of the other aircraft looks
smooth.  I've run rates of 25+ on our 2GHz/GF4 test rigs for very smooth
movement.

> The other interesting thing is positions of flaps, speed of the prop
etc,
> are not transmitted.  This means that if you get close to the other
> aircraft you can see his prop looks to be going at the same speed as
yours
> (this is obviously much easier to see on the runway).

The multiplayer packet contains only aircraft position data (in the form
of a model transformation matrix), the model type and some space for
"chat" strings.  No animation state/control surface information was
included.  This is probably a good spot for someone to continue our work
if interested.  I'm happy to explain our code and ideas to anyone
interested.

We basically did the minimum multiplayer coding required to prove our
Tower Visual Simulator concept.  Shame it went nowhere and we got moved
onto other projects...  

Cheers all.

Diarmuid Tyson.


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