Lee Elliott wrote:

> It's not impossible, of course, but in addition to everything 
> that is currently being passed between mp clients, a widely 
> varying range of animation data would also have to be exchanged, 
> in a scheme that would also have to cope with multiple instances 
> of identical aircraft.

I was thinking more of continuing to not pass that animation data, but
also locally setting some property that the animations could use as a
key to do one static thing, instead of relying on those missing
properties. The bo105 rotor, for instance, uses all sorts of Nasal
provided props to set up the doors, rotors, etc.

With some property, like /sim/mp=true, you could use a select anim to
hide all that cool but non-functional stuff and substitute static doors,
and maybe a simple unanimated rotor disc instead. The property would
have to have it's value change depending on if it is being referenced by
an ai/mp aircraft or one controlled by the local FDM.

Josh

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