Rules for running FSXatWar with JoinFS.
Posted: Tue Mar 21, 2017 1:38 pm
Hi All,
We (FSXatWar) are in touch with Peter and we have started discussions about the best way to run FSXatWar/P3DatWar in multiplayer.
As the FSX network code does not perform well and imposes serious limitations and although things have actually improved on this side with P3D, it is clear that JoinFS is more efficient, more modular and an undeniably an asset for our efforts and end goal. Following recent discussions we came to the conclusions that :
- For reasons of stability and versatility we now rely exclusively on joinFS for multiplayer use of FSXatWar. In particular this avoid maintaining a FSX and P3D versions of our software by relying on JoinFS for synchronization.
- For reasons specific to the operation of FSXatWar, the current solution chosen is that each player launches FSXatWar independently on his machine and not broadcasting FSXatWar static Simobjects (Misc). FSXatWar will be responsible for putting all static objects in place, but relies exclusively on joinFS for everything that concerns mobile objects (such as vehicle convoys, boats and IA aircraft) and synchronisation of events beyond the FSX own bubble. Please note that the method that we propose actually might change (or not) depending on FSXatWar/JoinFS developments and testings.
Altough we have not tested extensively yet this should already work fine with JoinFS V1.1.10 assuming that all players are within about 200nm from each others. Thanks to Peter's help and JoinFS MP protocol we should be able to fix the > 200nm issue soon. Moreover we do expect much more rapid progress with vehicle convoys, boats and IA aircraft thanks to JoinFS synchronisation.
If you test, please feel free to report problems hereafter with details about exactly what you did.
Also feel free to report things which are already working.
Thanks and congratulations again to Peter.
We (FSXatWar) are in touch with Peter and we have started discussions about the best way to run FSXatWar/P3DatWar in multiplayer.
As the FSX network code does not perform well and imposes serious limitations and although things have actually improved on this side with P3D, it is clear that JoinFS is more efficient, more modular and an undeniably an asset for our efforts and end goal. Following recent discussions we came to the conclusions that :
- For reasons of stability and versatility we now rely exclusively on joinFS for multiplayer use of FSXatWar. In particular this avoid maintaining a FSX and P3D versions of our software by relying on JoinFS for synchronization.
- For reasons specific to the operation of FSXatWar, the current solution chosen is that each player launches FSXatWar independently on his machine and not broadcasting FSXatWar static Simobjects (Misc). FSXatWar will be responsible for putting all static objects in place, but relies exclusively on joinFS for everything that concerns mobile objects (such as vehicle convoys, boats and IA aircraft) and synchronisation of events beyond the FSX own bubble. Please note that the method that we propose actually might change (or not) depending on FSXatWar/JoinFS developments and testings.
Altough we have not tested extensively yet this should already work fine with JoinFS V1.1.10 assuming that all players are within about 200nm from each others. Thanks to Peter's help and JoinFS MP protocol we should be able to fix the > 200nm issue soon. Moreover we do expect much more rapid progress with vehicle convoys, boats and IA aircraft thanks to JoinFS synchronisation.
If you test, please feel free to report problems hereafter with details about exactly what you did.
Also feel free to report things which are already working.
Thanks and congratulations again to Peter.