Hello Peter,
Your idea is very interesting.
Though my know how is limited, when digging into it, i guess such generic
system should be be any FDM compatible ( i mean yasim and jsbsim).
Since tthe aerotow feature is being part of  these FDM.
Those who don't know that feature with jsbsim must fly the nice glider
DG-101G.
AND
One knows,  jsbsim can Simulate  helicopter ( i am in charge to convert the
helo from the grtux hangar to jsbsim ).
Thanks for the idea.

2011/1/10 Peter Brown <[email protected]>

> I have an idea to run by you all, and I encourage your input or comment and
> perhaps to spike anyone's interest.
>
> The idea is to create liftable and moveable mp objects, using the current
> aerotow feature, primarily for helicopter usage.   While I am not
> knowledgeable enough to create it, it's been in the back of mind since Curt
> suggested demonstrating the Aircrane at a Simulator event by building a
> virtual tower some time ago.
>
> My thought would be create a number of simple objects, with the simplest
> FDM attached to them.  To start these could simply be blocks, although this
> could expand to pipes/tower sections/etc.  Each would use the 'pick'
> animation feature to bind the aerotow property to lock on and unlock the tow
> cable.  This should get around requiring a second user to "lock" onto the
> tow aircraft.  One would get within the 60m preset distance of the towable
> object and then click on it to attach the cable.  Lift it, move it, set it
> anywhere, and click on it to un-attach it.
>
> To work in mp appears to be a slightly bigger issue.  While it would be
> ideal from a mp standpoint to have 5-10 simplistic objects hosted on each
> mpserver, I assume that may not be very feasible.  The ideal program would
> include some minor nasal timers and listeners that would default the object
> back to the default spawn location, say after 12 hours since last move.
>  This would ensure it doesn't get lost or dropped in an un-retreiveable
> location.
>
> I ran the whole idea by a model builder, and he suggested perhaps having an
> object spawn other objects, such as how ordnance is dropped from an
> aircraft.  Here's his thoughts -
>
>  I think your plan could work. I think it would be desirable to have
> the objects be pseudo-aircraft like the jeep, etc., with dummy FDMs
> and as simplified as possible, then each can have a nasal system
> running on it containing custom code to handle special situations like
> resets, etc., taking this off any server requirements and placing it
> totally on the number of objects on MP. But each object would be a
> player-run MP vehicle with all the usual MP resources etc. and its own
> FG client I presume. So a better system might have one object that
> spawns other objects rather like ordinance, and then monitor/update
> them via nasal routines. That way only one MP 'player' need be on for
> all the objects, and the nasal running on the master object would
> manage all sub-objects and deal with special interactions. I'm not
> totally sure this is all possible, but I'll wager it is. Probably one
> of the FG gurus can think of a better way.
>
>
>
> I don't know if anyone has considered the possibilities of having generic
> mp-objects, but without them transmitting data as if an mp-user.  If this
> was possible, it would not be a stretch for one of the FG community to
> provide a server that hosted these semi-static mp-objects.
>
> All of the ideas presented here may not be needed to achieve the base goal,
> but I believe there is a value to the Flightgear mp environment if it is
> achievable.  (Without going into more tangents, I believe this could also
> open the door for other Flightgear enhancements)
>
> I would appreciate meaningful comments.
> Thanks,
> Peter
>
>
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-- 
Best regards,

Henri, aka Alva
Official grtux hangar maintainer
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