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Old 01-27-2005 | 04:45 PM
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From: AddisonMaine
Default Networking

When are you guys going to set this up for multible networking. I for
one would buy 4 copy's if you would adderss this topic. I and some of
my friends fly mkland's slope and it would be great if we could fly
together. This is not that hard to do. I worked on many games in the
past ( Blake Stone, Wolfenstine, Hexon, Heretec a few others ), this
is a simple thing to do. If you are worried about Copyright just make
it so each computer has to have your cable, Which is what we need
anyway. It is kind of lame trying to fly with a friend on one computer
and have to split screan and only one RC controler.

Do'nt get me wrong I love AFP Pro I think its the best, but why hold
us back from its great potentual. Think about it 4 computers around
a table, Storming outside, winter and freezing out. I have this setup and
we would love to link together and fly together.

Multi Player

Its just not that hard.

Old 01-27-2005 | 05:00 PM
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Default RE: Networking

Right on!! [sm=biggrin.gif]

That is the only thing I doin't like about this sim,could you imagine, if you could go online, then this sim would blow all the others away by a long shot, combined with the excelnt flight physis and awsome graphics!
Old 01-27-2005 | 05:06 PM
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Default RE: Networking

sounds great as most other games can play on line

now this thread is up perhaps the techys will get their heads together and work somthing out.
Old 01-27-2005 | 05:17 PM
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From: AddisonMaine
Default RE: Networking

This is the second time I have brought it up. here and on the AeroFly Forum off the Ikarus site.

Think of the fun an practice. Combat off mklands slope site.
Coooooooolllllllllllllllllllllllllll
Old 01-27-2005 | 05:30 PM
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From: AddisonMaine
Default RE: Networking

This is the second time I have brought it up. here and on the AeroFly Forum off the Ikarus site.

Think of the fun an practice. Combat off mklands slope site.
Coooooooolllllllllllllllllllllllllll
Old 01-28-2005 | 02:52 AM
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Default RE: Networking

Online slope combat with the zagis....Ugh...I'm drooling already. Maybe we should get a petition going to motivate the Ikarus guys a little.
Old 01-28-2005 | 09:29 PM
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From: AddisonMaine
Default RE: Networking

Now thats what I'm talking about
Old 01-28-2005 | 10:21 PM
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Default RE: Networking

The reason I use computers more, is for the online gaming it offers.
Old 01-28-2005 | 10:54 PM
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From: AddisonMaine
Default RE: Networking

Well if AFP would just add the Multi Player mode we could all have fun.
I asked them about this a year ago. No response, they do not know how to
implement the multi player engine into there program or they could care less what
we the consumer want Come on guys you have split screen,
(which is cool if your playing with your girl friend sitting next to you) Just add
the multi player engine and make it that we have to have a registered copy on
each computer with your cable, Not all of us are out to rip you off we just want
to enjoy the full potential of your product. But to really have fun split screen
is awkward.
Old 01-29-2005 | 12:24 AM
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Default RE: Networking

out with the old and in with the new I say, thats the one thing that realflight has a real advanage over the other sims. muiltiplayer!!!! muiltiplayer!!!! muiltiplayer!!!! muiltiplayer!!!! muiltiplayer!!!! come on you all lets get something together.
Old 01-29-2005 | 07:10 AM
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Default RE: Networking

This issue has been discussed in sim forum a couple time.

There is not problem in making it work. It can be done very easily. The problem is bandwidth.

The problem with AFPD and and IP is the physics engine. You cannot compare G2 with AFPD as they are like apples and oranges when it comes to the engines. This says nothing bad about G2 they have their own model and it suits their users needs.

However when it comes to AFPD the engine is very complex. The calculations that would have to be sent over IP are not the same as they are for other programs like Half Life, DOOM etc. Those models work off X,Y,Z mapping. AFPD works off something that would look like R,S,T,U,V,W,X,Y,Z type mapping. The calculations are much greater when you are talking actual flight physics. There is much more to explain, but I think you guys know where I'm going with this.

This is why MS Flight Simulator 2004 physics engine sucks so bad. They want to be able to keep the multiplayer option avaiable. You don't think Microsoft has enough money to create an engine that would destroy everything else out there? Heck ya ... problem is that takes away multiplayer options until everyone owns a DS-3 or super high speed Internet connection.

Anyhow .... I know IPACS has a working IP model working and testing. The problem is you need to rob Peter to pay Paul. Which would you have? Better physics? Multiplayer?
Old 01-29-2005 | 10:23 AM
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From: AddisonMaine
Default RE: Networking

Understandable for IP, Would you still have the
same problems using lets say 4 computers linked
by a network switcher or Hub (slower than a switcher)
but still allot faster than IP.
Old 01-29-2005 | 11:08 AM
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Default RE: Networking

Switches and routers use the same IP technology as your Internet provider.
Old 01-29-2005 | 11:57 AM
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Default RE: Networking

ORIGINAL: STLPilot
However when it comes to AFPD the engine is very complex. The calculations that would have to be sent over IP are not the same as they are for other programs like Half Life, DOOM etc. Those models work off X,Y,Z mapping. AFPD works off something that would look like R,S,T,U,V,W,X,Y,Z type mapping. The calculations are much greater when you are talking actual flight physics. There is much more to explain, but I think you guys know where I'm going with this.
The physics engine is handled entirely on the local computer so even though it is complex, the local computer handles all of the number crunching. For internet play, all that is required on the remote computer is the display. That means that all that has to be transferred is the image, xyz coordinates, and attitude, basically the information that is required to pass through the video card to simulate the model image at a given point in time. There are other methods of handling this that are even more efficient but this seems to be the normal practice. The physics engine does not have to come into play as far as passing information across the internet.
Old 02-02-2005 | 11:15 PM
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Default RE: Networking

ORIGINAL: Lightfoot
The physics engine is handled entirely on the local computer so even though it is complex, the local computer handles all of the number crunching. For internet play, all that is required on the remote computer is the display. That means that all that has to be transferred is the image, xyz coordinates, and attitude, basically the information that is required to pass through the video card to simulate the model image at a given point in time. There are other methods of handling this that are even more efficient but this seems to be the normal practice. The physics engine does not have to come into play as far as passing information across the internet.
Yep, this is why I can't understand why it isn't an option yet. It really should not be much different than the 3d shooter games. Just display a model at the correct location and orientation. Then add in collision for the remote planes, simple box collision, or no collision to start with if that got us multi-player capability sooner. There are many games already doing that on old CPU's and dial-up connections.

In fact it is probably a lot easier than doing on most games. By it's nature hacking and cheating is of little value for a non-combat flight sim. As I understand it, that removes a lot of what makes programming multi-player hard.

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