Re: [Flightgear-devel] More ideas on dogfighting

2007-05-15 Thread Stuart Buchanan
--- Ampere K. Hardraade wrote: On Monday 14 May 2007 04:38, Stuart Buchanan wrote: If what you are suggesting is that to use MP, we will have to run the FDM on a server and accept a much lower refresh rate on the client, then I don't think that is acceptable as it will make the civil MP

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Stuart Buchanan
--- Jonathan Wagner wrote: These are not dogfight-only problems. These are multiplayer problems which currently are not addressed well in the current multiplayer implementation. On the public servers with high latency, multiplayer flight can be choppy as a plane in your view magically

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Martin Spott
Gene Buckle wrote: Personally I'd go crazy in the real Cessna if it would take me one third of a second until the beast starts !! responding to a control movement - this would turn almost every landing at gusty crosswind into a really difficult situation Martin, the 300ms figure

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread James Palmer
Stuart wrote: I think our current MP architecture is superb for the following reasons: - Setting it up is straightforward - it is light-weight. The load on the client and server is low - personally I have it switched on permanently - so people are encouraged to use it for general flying, even if

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Gene Buckle
Martin, the 300ms figure is really only applicable to a Level A simulator which is basically equivalent to a cockpit procedures trainer with no visuals. Ok - that one makes sense. On the other hand, any type of 'tricky' VFR flight with 300 ms delay, I'd expect even with 150 ms would ruin

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Ralf Gerlich
Hi, Gene Buckle wrote: Martin, the 300ms figure is really only applicable to a Level A simulator which is basically equivalent to a cockpit procedures trainer with no visuals. Ok - that one makes sense. On the other hand, any type of 'tricky' VFR flight with 300 ms delay, I'd expect even

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Bill Galbraith
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ralf Gerlich Sent: Monday, May 14, 2007 10:23 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] More ideas on dogfighting Hi, Gene Buckle wrote: Martin, the 300ms

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Curtis Olson
On 5/14/07, Bill Galbraith wrote: If I remember correctly, the human eye can detect something less than about 15-20 fps. The number that comes to my mind is about 22? Movies that you'd see in a theater run at 24 fps I believe. One aditional element though that is *critical* is that this

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Lorne McIntosh
You guys might want to give this a read. I found it helpful as an introduction when I was looking at this multiplayer stuff a few years ago: http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html Because of their fast-paced competitive nature, First Person Shooters have extremely

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Mathias Fröhlich
Hi, On Saturday 12 May 2007, Ampere K. Hardraade wrote: While development over the past few years might give the preception that Flightgear is a game, Flightgear is actually meant to be a serious flight simulator. Things that go boom are cool in games, but they are also useless; more so in

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Mathias Fröhlich
Hi, On Friday 11 May 2007, Martin Spott wrote: Vivian Meazza wrote: Well, as the Irish would say, if you want to get there, you don't want to start here. Good luck. And if you want to see how much work would be involved, compare that task with the cutover to osg - now 6 months old and

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Mathias Fröhlich
On Friday 11 May 2007, Gene Buckle wrote: The problem is one of network latency. This has been a major hurdle for games like Aces High, Air Warrior and WWII Online. The server should handle the collision to avoid situations where the shooter client sees a hit and the shootee client doesn't.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Mathias Fröhlich
On Sunday 13 May 2007, Ampere K. Hardraade wrote: On Sunday 13 May 2007 13:18, Harald JOHNSEN wrote: If the server does the fdm 100 times per second and send the data 10 times per second it's like if the client was running the fdm at 10 hz. That's why I said it's not needed to run the fdm

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Mathias Fröhlich
On Sunday 13 May 2007, Jonathan Wagner wrote: Maik, These are not dogfight-only problems. These are multiplayer problems which currently are not addressed well in the current multiplayer implementation. On the public servers with high latency, multiplayer flight can be choppy as a plane in

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Ampere K. Hardraade
On Monday 14 May 2007 04:38, Stuart Buchanan wrote: If what you are suggesting is that to use MP, we will have to run the FDM on a server and accept a much lower refresh rate on the client, then I don't think that is acceptable as it will make the civil MP experience much worse. This isn't as

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Harald JOHNSEN
Bill Galbraith wrote: -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stefan Seifert Sent: Saturday, May 12, 2007 10:38 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] More ideas on dogfighting -BEGIN PGP SIGNED

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Jon S. Berndt
I think that was investigated a few months ago. JSBSim FDM took only a couple percent of the CPU, or course depending on your hardware and what you were drawing. BIll I didn't see that one. In any case, I just made a 200 second scripted test run, which took 42 seconds on my 2 GHz clunker.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Ampere K. Hardraade
On Sunday 13 May 2007 03:52, Harald JOHNSEN wrote: Now if the server is doing the FDM computation it's obvious that there is no need to do that 120 times per second because the data can not be send at that rate. How many loops does the mp server need to do per second ? 10 ? 20 ? At that

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Vivian Meazza
Harald Sent: 13 May 2007 18:19 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] More ideas on dogfighting Ampere K. Hardraade wrote: On Sunday 13 May 2007 03:52, Harald JOHNSEN wrote: Now if the server is doing the FDM computation it's obvious

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Stefan Seifert
-BEGIN PGP SIGNED MESSAGE- Hash: SHA256 Harald JOHNSEN wrote: That was in the situation where the MP server does the fdm computation for the client. The 10 hz comes from a ping of 100 ms between the client and the server. I think FDM caculations have to be at a certain rate,

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Ampere K. Hardraade
On Sunday 13 May 2007 15:05, Maik Justus wrote: Maybe it is easier, that the clients run their own fdm and the combat-server makes a test of the actual performance of the client against stored values, which could be generated by a script (maximum acceleration, turn rate, speed for several sets

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Martin Spott
Maik Justus wrote: Does anyone know, which latency between control input and visible reaction is acceptable (== unnoticeable)? I'm unable to cite a qualified source from the top of my head. Yet I remember different people talking and/or writing about not to exceed a delay of approx. 50 ms. As

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Maik Justus
Hi Ampere, yes, but solving this dogfight-only problem by bringing in a general problem for every flightgear user is much worse. Maik Ampere K. Hardraade schrieb am 13.05.2007 21:25: On Sunday 13 May 2007 15:05, Maik Justus wrote: Maybe it is easier, that the clients run their own fdm

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Bill Galbraith
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Spott Sent: Sunday, May 13, 2007 4:17 PM To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] More ideas on dogfighting Maik Justus wrote: Does anyone know

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Jonathan Wagner
Maik, These are not dogfight-only problems. These are multiplayer problems which currently are not addressed well in the current multiplayer implementation. On the public servers with high latency, multiplayer flight can be choppy as a plane in your view magically disappears from your right

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Bill Galbraith
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Spott Sent: Sunday, May 13, 2007 5:01 PM To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] More ideas on dogfighting Hi Bill, Bill Galbraith wrote

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Gene Buckle
coupled closely to provide integrated sensory cues 6 These systems shall respond to abrupt pitch, roll and yaw inputs at the pilot's position within 150/300 milliseconds of the time, but not before the time, when the airplane would respond under the same conditions. [...] Uh, 300 ms

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Gene Buckle
On Fri, 11 May 2007, Martin Spott wrote: Gene Buckle wrote: Horsepucky. Combat in Flight Gear would _never_ be a shoot-em game. Virtual != Real. EVER. If your little linoleum lizard can't understand that, it's YOUR fault. Don't nanny-state me because you can't grow a pair. Hey,

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Stefan Seifert
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ampere K. Hardraade wrote: While development over the past few years might give the preception that Flightgear is a game, Flightgear is actually meant to be a serious flight simulator. Things that go boom are cool in games, but they are also

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Stuart Buchanan
--- James Palmer wrote: I have a better idea on what is involved now for adding dogfighting to FG. Thanks to all who have given me input,.. Keep it coming. snip Hi James, It is wonderful that you are so enthusiastic about contributing to the project, and commendable that you are really

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread James Palmer
Stuart wrote: What you are suggesting is very, very, ambitious. As I understand it, you intend to 1) Completely re-architect FG 2) Completely re-write the MP protocol 3) Add collision detection 4) Improve sub-models for munitions. Off the top of my head, I'd say that represents something in the

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread James Palmer
Thanks for the input Harald. -I'm going more away from Solution #2 and more toward Solution #1. -Yes I'm aware that I need to be aware of the ground. I haven't given it detailed thought yet, so the details here are still a bit fuzzy. I plan to consider this more when I write the proposal.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Ron Jensen
On Sat, 2007-05-12 at 11:06 -0500, James Palmer wrote: Thanks for the input Harald. -I'm going more away from Solution #2 and more toward Solution #1. James, Correct me if I'm wrong, but doesn't Solution #1 require the server to run the FDM therefor preventing anyone but the server owner

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread James Palmer
Harald, You are correct, solution #1 does require the server to run all of the FDM for all players in multiplayer mode. However, I think you are incorrect about additions or adjustments to the FDM. When using FG in single player mode, the player has both the client and server on the same

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Stefan Seifert
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 James Palmer wrote: In your experience, Harald, what has been the approximate ratio of FDM vs Graphics vs remainder code on CPU time? Has anyone done work on clocking the various subroutines in FG to determine this? (Perhaps I underestimate the

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Bill Galbraith
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stefan Seifert Sent: Saturday, May 12, 2007 10:38 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] More ideas on dogfighting -BEGIN PGP SIGNED MESSAGE- Hash

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Jon S. Berndt
I think that was investigated a few months ago. JSBSim FDM took only a couple percent of the CPU, or course depending on your hardware and what you were drawing. BIll I didn't see that one. In any case, I just made a 200 second scripted test run, which took 42 seconds on my 2 GHz clunker.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-12 Thread Ron Jensen
On Sat, 2007-05-12 at 20:14 -0500, James Palmer wrote: Harald, You are correct, solution #1 does require the server to run all of the FDM for all players in multiplayer mode. However, I think you are incorrect about additions or adjustments to the FDM. When using FG in single player mode,

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Didier Fabert
There is a way which satisfied everybody : make an official add-on with full weapons capabilities (not me, i'm not please to have this in default code, just because my children play with it). People who doesn't like weapons, doesn't install the add-on. Le Friday 11 May 2007 07:51:51 Ampere K.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Holger Wirtz
Hello, after reading this thread I also want to drop some words: First I thaught dogfight would be nice. Ok, there will ever be cheaters and people who cannot differentiate between simple fun playing and the real world. But I think this is not the problem of FlightGear. In _my_ opinion

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Vivian Meazza
Holger Wirtz wrote after reading this thread I also want to drop some words: First I thaught dogfight would be nice. Ok, there will ever be cheaters and people who cannot differentiate between simple fun playing and the real world. But I think this is not the problem of FlightGear.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Detlef Faber
Am Donnerstag, den 10.05.2007, 23:55 +0200 schrieb Maik Justus: Hi, what's about using separate server(s) (not connected to the classical servers) for the dogfight mode? If you log on a classical server, you would have no dogfight capability. Maik I'd agree to seperate the combat ready

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Vivian Meazza
Detlef Faber Am Donnerstag, den 10.05.2007, 23:55 +0200 schrieb Maik Justus: Hi, what's about using separate server(s) (not connected to the classical servers) for the dogfight mode? If you log on a classical server, you would have no dogfight capability. Maik I'd agree

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread James Palmer
Thanks to all for the input... the collaboration of many is what makes FG so great in my opinion. I still plan to eventually add some sort of dogfighting capability, HOWEVER,... I plan to start in the area detailed by this

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Bill Galbraith
_ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Palmer Sent: Friday, May 11, 2007 8:06 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] More ideas on dogfighting Thanks to all for the input... the collaboration of many is what makes FG

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Gene Buckle
I am one of those who are not enthusiastic about adding weapons to FlightGear. However, if combat capability is added, I think we would need to limit its scope. The only limit that should be in place would be a client control that would ignore physical effects and would not display visual

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Curtis Olson
On 5/11/07, Gene Buckle wrote: Right. Online combat and Chess have two things in common. First, they're both forms of one on one combat and secondly, nobody ever dies from either. Actually, online combat would be safer than Chess I think. You'd never have to worry about playing some nutjob

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Gene Buckle
Suggested Solution #1 - DFMP is server driven and server coordinated: The dogfighting MP (DFMP) should be server driven (thanks to Lethe for the insight into this direction) and server coordinated. ?Clients should send user input information to the server and let the server calculate where

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Curtis Olson
On 5/11/07, Gene Buckle wrote: If this wasn't involving a _simulator_, I might be inclined to agree with you. However, it's a bloody _game_. Things that go *boom* in games are typically pretty cool. (unless you're against the unfair exploitation and destruction of things that don't exist)

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Gene Buckle
thing a 2 year old boy is going to do the first time he sees some longish rigid toy to play with ... of course he's going to pick it up and point it an someone and say bang, bang, bang. Give 'em a P90. They're kid sized. :) (See Gunslinger Girls) So I think we can debate nature vs. nurture

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Gene Buckle
Right. Online combat and Chess have two things in common. First, they're both forms of one on one combat and secondly, nobody ever dies from either. Actually, online combat would be safer than Chess I think. You'd never have to worry about playing some nutjob that just might try to bash

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Martin Spott
Gene Buckle wrote: [... lots of stuff ...] As I already said in an earlier posting: I'm not certain if it's really the kids we have to fear. I guess some grown-ups that are going wild are much worse ! I fear there's not much to add :-/ Martin. -- Unix _IS_ user friendly - it's

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Maik Justus
Hi James, but how do I explain to my daughters, that suddenly one of the circling planes disappears? Periodically! And from the other point of view: -A combat-player probably would not like to decide each time, if the aircraft on the radar is in the civilian mode or in the dogfight mode. -Two

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Vivian Meazza
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Palmer Sent: 11 May 2007 13:06 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] More ideas on dogfighting Thanks to all for the input... the collaboration of many is what makes FG so great in my opinion. I still plan

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Martin Spott
Vivian Meazza wrote: Well, as the Irish would say, if you want to get there, you don't want to start here. Good luck. And if you want to see how much work would be involved, compare that task with the cutover to osg - now 6 months old and nowhere near completion. Indeed, implementing the

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Gene Buckle
I heavily doubt. The simple fact that already these small kids are so much influenced by depiction of war/crime, that they consider taking the flute for a rifle (even resp. especially if it's just a game) as common practice, should scare us - and certainly this doesn't justify turning

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread James Palmer
I'm sorry if I've hit a sore spot with some by bringing up dogfighting development. I still intend to investigate the possibility more, but I will completely make the capability an opt-in type. I'm thinking along the lines of a 3 command line option set. (see only non-dogfighters, see only

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Georg Vollnhals
James Palmer schrieb: I'm sorry if I've hit a sore spot with some by bringing up dogfighting development. I still intend to investigate the possibility more, but I will completely make the capability an opt-in type. I'm thinking along the lines of a 3 command line option set. (see only

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Martin Spott
Gene Buckle wrote: Horsepucky. Combat in Flight Gear would _never_ be a shoot-em game. Virtual != Real. EVER. If your little linoleum lizard can't understand that, it's YOUR fault. Don't nanny-state me because you can't grow a pair. Hey, thanks for providing such a nice occasion to laugh

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread syd sandy
On Fri, 11 May 2007 21:58:50 + (UTC) Martin Spott [EMAIL PROTECTED] wrote: Gene Buckle wrote: Horsepucky. Combat in Flight Gear would _never_ be a shoot-em game. Virtual != Real. EVER. If your little linoleum lizard can't understand that, it's YOUR fault. Don't nanny-state me

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Ampere K. Hardraade
On Friday 11 May 2007 10:28, Gene Buckle wrote: Banned? BANNED?! Good luck with that. If this wasn't involving a _simulator_, I might be inclined to agree with you. However, it's a bloody _game_. Things that go *boom* in games are typically pretty cool. While development over the past

[Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread James Palmer
I have a better idea on what is involved now for adding dogfighting to FG. Thanks to all who have given me input,.. Keep it coming. After talking with alot of you, here are the additional and more finely tuned ideas that I have. Dogfight On/Off Option: (Thanks to Vivian) -I will include an

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Lorne McIntosh
] [mailto:[EMAIL PROTECTED] On Behalf Of James Palmer Sent: Thursday, May 10, 2007 7:58 AM To: flightgear-devel@lists.sourceforge.net Subject: [Flightgear-devel] More ideas on dogfighting I have a better idea on what is involved now for adding dogfighting to FG. Thanks to all who have given me input

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Maik Justus
Hi, what's about using separate server(s) (not connected to the classical servers) for the dogfight mode? If you log on a classical server, you would have no dogfight capability. Maik James Palmer schrieb am 10.05.2007 16:58: I have a better idea on what is involved now for adding

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Martin Spott
James, James Palmer wrote: Dogfight On/Off Option: (Thanks to Vivian) -I will include an option for turning off dogfighting and still allowing multi player. As someone pointed out we don't want some kid shooting down everyone over San Fransisco while everyone else is doing serious flying.

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Bill Galbraith
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Spott Sent: Thursday, May 10, 2007 6:04 PM To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] More ideas on dogfighting James, James Palmer wrote: Dogfight

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Martin Spott
Bill Galbraith wrote: Wasn't FlightGear designed with the idea of NOT doing dogfighting? Well, I just tried to express my concerns very politely :-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are !

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Curtis Olson
On 5/10/07, Maik Justus wrote: what's about using separate server(s) (not connected to the classical servers) for the dogfight mode? If you log on a classical server, you would have no dogfight capability. Yes, combat, if it is pursued, should be done in a way so that at least the

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread syd sandy
On Thu, 10 May 2007 22:22:32 + (UTC) Martin Spott [EMAIL PROTECTED] wrote: Bill Galbraith wrote: Wasn't FlightGear designed with the idea of NOT doing dogfighting? Well, I just tried to express my concerns very politely :-) Martin. -- Unix _IS_ user friendly - it's just

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Ampere K. Hardraade
On Thursday 10 May 2007 18:52, Curtis Olson wrote: There are some people involved in the FG project that do not enthusiasticly embrace weapons and are not excited about combat functionality. I think the goal here should be to tread cautiously, respect people's views and opinions on the

Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Ampere K. Hardraade
On Thursday 10 May 2007 10:58, James Palmer wrote: Suggested Solution #1 - DFMP is server driven and server coordinated: The dogfighting MP (DFMP) should be server driven (thanks to Lethe for the insight into this direction) and server coordinated.  Clients should send user input information