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gh.robin wrote:
> On Wed 11 July 2007 10:18, Maik Justus wrote:
>> Hi,
>>
>> just for clarification:
>> The leading slash has no influence, if a property if transferred over
>> the MP-protocol (that is a hard-coded list).
>> But if you use an absolute path instead of a relative, then the
>> animation depends only on the absolute path, even if the model is a
>> MP-aircraft. 
>> If the players-aircraft has the same property defined as 
>> the MP-aircraft is referencing (e.g. the player uses the same aircraft),
>> than the MP-aircraft will show the same animations as the players
>> aircraft. This is valid for every animation, not only elevator and gear.
>> Therefore every aircraft should do relative references to the property
>> wherever it is possible.
>>
>> Maik
>>
> 
> That is exactly what i wonder, with the increase of aircraft animations, 
> there 
> is , and will be, more and more, accurate animations,
> => for instance highly detailed gears with  compression animation, struts, 
> actuators, connecting-rods, ......... (i have a model not yet in CVS which 
> has such costly animations), 
> within MP , which such animations we are going to a huge cpu consumption with 
> significant loss of FPS, i have with my computer that problem, which is still 
> acceptable.
> 
> Could it be possible , to limit the MP animation only to <property> surface 
> position <property/>, the model creators will take care of i. 
> When making the animations, he could decide if one specification is valuable 
> for the pilot only or valuable for both the pilot and the MP visual observer.
> 
I find correct gear very important. Seeing aircrafts taxing around without
gear extended, or gear that isn't resting on ground correctly, is quite
irritating.

Also isn't it possible to create a "low res" model that will be used for AI
aircrafts?

Regards
AnMaster
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