----- Original Message ----- 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 6:19 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > > > 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. :)
>

I'm only guestimating based on the filenames :)

Now -- how much does one of these physical cockpits cost ?? I want one for
the basement :)


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