> > > 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)
>

I'm just getting back into rooting around in the code and I don't yet have
a solid grasp on all the parts.  AFAIK, the only "native" support for an
external module is OpenGC from what I've seen so far.  I was referring the
creation of a universal method of obtaining data from the sim via network
- but only if such a mechanism doesn't already exist.  If it does, point
me to it and I'll go away. :)

g.



_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Reply via email to