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.



Regards
-- 
Gérard


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