Multi-crew for one huey implemented or not? - Page 28 - ED Forums
 


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Old 07-27-2018, 12:29 PM   #271
Robert31178
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You'd all die in fiery crashes lol...the only way I survive in a Huey is because of the mini-gun snipers I roll with......
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Old 07-27-2018, 12:35 PM   #272
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You'd all die in fiery crashes lol...the only way I survive in a Huey is because of the mini-gun snipers I roll with......
We will not die... iff the only targets are cows

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Old 11-01-2018, 08:47 AM   #273
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when is it coming?
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Old 11-01-2018, 08:49 AM   #274
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looooooooooooooooooooooool
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Old 11-01-2018, 07:02 PM   #275
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You can't send confirmations back and forth over a UDP connection. On a TCP connection the latency increases and performance will be reduced tremendously. On a typical asynchronous connection (more download bandwidth than upload bandwidth) with higher numbers of players you may clog the connection with ACK and re-send packages need to be acknowledged again, thus some info can be delayed for more than a "couple" dozen milliseconds.
Quite honestly, this can't be that big of a deal.


We're racing close to each other in racing sims with only centimeters between the cars online and it is working out.
Flipping switches in a flight sim just can't be that big of a deal.


The only (and main) issue is what happens if you have opposing inputs on the same function, but that can be circumvented e.g. by defining master controls and slave controls (possibly differently for different parts in the cockpit) + corresponding notification if a mismatch occurs.
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Old 11-01-2018, 07:07 PM   #276
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Quite honestly, this can't be that big of a deal.


We're racing close to each other in racing sims with only centimeters between the cars online and it is working out.
Flipping switches in a flight sim just can't be that big of a deal.


The only (and main) issue is what happens if you have opposing inputs on the same function, but that can be circumvented e.g. by defining master controls and slave controls (possibly differently for different parts in the cockpit) + corresponding notification if a mismatch occurs.
For starters, add a world simulation of a 350*350 NM area outside the racetrack, with two regiments of armor fighting each other, add ballistic calculations and collision query for all objects including bullets flying around and see how that works out...
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Old 11-01-2018, 07:10 PM   #277
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For starters, add a world simulation of a 350*350 NM area outside the racetrack, with two regiments of armor fighting each other, add ballistic calculations and collision query for all objects including bullets flying around and see how that works out...
All of which has absolutely nothing to do with the problem at hands.
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Old 11-01-2018, 07:13 PM   #278
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All of which has absolutely nothing to do with the problem at hands.
The server needs to handle and sync that in parallel between the clients, so that is clogging the network bandwidth.
A dozen cars on a racetrack with basically two to three axis and a handful switches to sync isn't really a good comparison...
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Old 11-01-2018, 10:42 PM   #279
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The server needs to handle and sync that in parallel between the clients, so that is clogging the network bandwidth.
A dozen cars on a racetrack with basically two to three axis and a handful switches to sync isn't really a good comparison...
It's called making the connection between the two pilots sharing the cockpit peer to peer. They do it in P3d using vatsim and that dwarfs the 350 by 350 NM map we are in. Also try having 50+ other aircraft within 5 NM of your aircraft not to mention the other 1000+ on the network. So... It can easily be done
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Old 11-02-2018, 12:03 AM   #280
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Chief and Bern......I mean, you could always write the code for ED/BST yourself?
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