Mathias Fröhlich > > Hi Curt, > > On Thursday 16 April 2009 20:24:02 Curtis Olson wrote: > > I was hoping for a reasonably simple solution without needing new > external > > software development, but the idea of leveraging the multiplayer > protocol > > is interesting. I notice that with our existing multiplayer servers, > there > > is at least a many second delay in positioning the MP aircraft. Is that > > delay imposed by the server side, or is there something built into the > > protocol that could cause position updates to be delayed before they are > > drawn? > There is not 'hard' time relationship in the multiplayer protocol. This is > due > to the totally unreliable lags between the participiants. The multiuplayer > protocol just tries its best to have something that behaves like the > external > multiplayer ... > > So, for that puropse you are trying to do I believe that this loose time > coupling of the mp protocol might introduce problems you do not want to > have. > OTOH, if the mp players happen in a local network, at least my personal > experience with the mp stuff tells me that you do not see to much of that > time > adjustments so this might work well enough. > But whatever you try to debug with that visualization, keep in mind that > there > is a loose coupling of simulations times. > > > Back to my other idea. It shouldn't be hard to figure out an XYZ offset > of > > a 2nd piggyback model. But in terms of orientation, are there animation > > primitives that would allow me to specify absolute euler angles for the > 2nd > > model, or would those angle also have to be computed relative to the > > primary model orientation (that's doable I suppose, but my brain has > begun > > to hurt just at the suggestion of having to do it.) :-) > As far as I remember, we do not have an absolute euler angle animation in > this > sense. But you can compute the relative orientation using the quaternion > stuff > and use the relative orientations euler angles in the animation. >
You might find some of the necessary quaternion calculations in the AIBallistic, where we slave a ballistic object to the main model at some given offset. Warning though, because they are intended for droptanks and the like, I didn't compute the yaw offset. Similar computations are in AIWingman, but here deliberate errors are introduced. But I think either might make a starting point for what is required. Vivian ------------------------------------------------------------------------------ Stay on top of everything new and different, both inside and around Java (TM) technology - register by April 22, and save $200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. 300 plus technical and hands-on sessions. Register today. Use priority code J9JMT32. http://p.sf.net/sfu/p _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel