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Weapon for FSX >> Weapon for FSX >> MULTIPLAYER
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Message started by skyline223 on Feb 5th, 2011 at 6:12am

Title: MULTIPLAYER
Post by skyline223 on Feb 5th, 2011 at 6:12am
Of course, the first thing I had to try when I got the weapon addon - multiplayer via Gamespy.

So my friend and I fired up a test session.
*When I fire rounds of any weapon they appear as R22 Helicopters on his end - even when he has the weapon add on.  :D
*Some aircraft types take fatal damage, some do not. All aircraft do flame and smoke, but some do and some don/t actually "go down".

We still need to do more testing before coming up with a structured conclusion, but if we get full multiplayer support, "CS Weapon" will CHANGE FSX.

Nonetheless, beautiful addon. Well done Captain Sim. ;D :exclamation

Title: Re: MULTIPLAYER
Post by Markoz on Feb 5th, 2011 at 7:51am

skyline223 wrote on Feb 5th, 2011 at 6:12am:
*Some aircraft types take fatal damage, some do not. All aircraft do flame and smoke, but some do and some don/t actually "go down".

The same has to be said in single player mode. When I tried to "shoot down" a B737-800, although I hit 3 times using AIM-9 missiles, he went down very slowly, like losing altitude at a rate of about 3000/3500 fpm.  I swung around behind him, lined him up for a fifth shot. BOOM! Hit again and all I got was a thicker darker smoke trail behind him. Eventually, he disappeared below the ground. He was not destroyed, he continued flying about 500 feet below ground level. Wish I had been running FRAPS to capture that! LOL

Mark

Title: Re: MULTIPLAYER
Post by CoolP on Feb 5th, 2011 at 2:42pm
Mark, I think the simulator just shows you what really happens. Those people don't crash, they just fly very low after you hit them.
So instead of six feet under, it might well be 500.  :D

Title: Re: MULTIPLAYER
Post by Captain Sim on Feb 5th, 2011 at 3:20pm
Multiplayer:
As soon as we'll see enough single players (sales) we'll consider the multiplayer feature. We do not see any problems in that aspect except market expediency.

Underground:
Any target that received lethal level of damage will explode and disappear.
Half dead target may behave different.
Anyways, we'd recommend do not fly underground yourself. :)

Title: Few Questions
Post by Stinger on Feb 5th, 2011 at 2:46pm
Hey all I'm new here on the forums but I've been flying fsx for year. I know the weapon pack doesn't support fsx multiplayer but i heard some aircraft are able to be downed. Do you guys mind telling me what they are? And another question If you were to fire an A2G missile in mutiplayer, would the others see the effects(explosion on the ground). I'm just curious before i actually go and buy the thing. I'm pretty good at fixing stuff and may able to work on multiplayer  ;)

-Stinger OUT!

Title: Re: MULTIPLAYER
Post by Emi on Feb 6th, 2011 at 7:42am

Captain Sim wrote on Feb 5th, 2011 at 3:20pm:
Multiplayer:
As soon as we'll see enough single players (sales) we'll consider the multiplayer feature. We do not see any problems in that aspect except market expediency.


NO,NO,NO, what I really don't want is that someone on VATSIM or anywhere else shoots me in my MD11 down after flying a flight from KFJK to EDDM in real time. I don't want to get shut down after 9 hours of flight!!!!!!!!! Please don't make a multiplayer which would allow that you can shoot down anybody you want to while he/she doesn't want to play this "wargame". We still live in peacefull times. What you might do is adding some G-A missles in the Area of Afganistan, which can shoot you while you are under FL100. That would at least be realistic  ;D .

Title: Re: MULTIPLAYER
Post by Stinger on Feb 6th, 2011 at 10:49am
I think it would be smart to make it only for gamespy and if you don't want to get shot down lock your session. Simple as that. Theres alot of other guys who are dieing for a multiplayer version of this. My military group and virtual world being being part of those people.

Title: Re: MULTIPLAYER
Post by TurbofanDude on Feb 6th, 2011 at 5:55pm
I was actually trying to do my own war games thing, and this would have been EPIC. I sadly shut down War Games due to low popularity, evidently 3 weeks before CS Weapons.

Title: Re: MULTIPLAYER
Post by skyline223 on Feb 6th, 2011 at 7:08pm
... I think it is safe to say it will make those TNCM free flight sessions a bit more interesting  :P

Yes, I think the most important thing to keep in mind if multiplayer support was added is to not abuse it.  :)

Title: Re: MULTIPLAYER
Post by Markoz on Feb 7th, 2011 at 1:32am
If multiplayer can be made to work correctly/better, I would set everything back to it's original setting (no unlimited ammo, unlimited fuel etc.) and dogfight with others happily.

@Collin. Maybe you could get your war games thing back up and running again once it works better in MP! The AI, at present don't shoot back and I don't expect Captain Sim to change that.

Mark

Title: Re: MULTIPLAYER
Post by TurbofanDude on Feb 7th, 2011 at 1:35am

Markoz wrote on Feb 7th, 2011 at 1:32am:
If multiplayer can be made to work correctly/better, I would set everything back to it's original setting (no unlimited ammo, unlimited fuel etc.) and dogfight with others happily.

@Collin. Maybe you could get your war games thing back up and running again once it works better in MP! The AI, at present don't shoot back and I don't expect Captain Sim to change that.

Mark



I see it coming back real soon

Title: Re: MULTIPLAYER
Post by Markoz on Feb 7th, 2011 at 1:56am

TurbofanDude wrote on Feb 7th, 2011 at 1:35am:
I see it coming back real soon

I thought you would! I look forward to it!

Mark

Title: Re: MULTIPLAYER
Post by TurbofanDude on Feb 7th, 2011 at 2:52am
Well, guys, we're working on it. The one we were using was http://www.tfdiwargames.freeforums.com but we're working on getting wargames.tfdidesign.com

Title: Re: Welcome to the new era!
Post by Hawkwind on Feb 6th, 2011 at 11:20pm
So I'm reading this as the weapons are only effective against AI traffic? Will have no effect against user aircraft whilst in Multiplayer or any other online server?

Title: Re: Welcome to the new era!
Post by YoYo on Feb 7th, 2011 at 12:58am
Not Yet, it will be in the future.

Title: Re: MULTIPLAYER
Post by bluedog on Dec 2nd, 2012 at 4:32pm
I know how to use cs weapons in Multiplayer, it is a very simple fix.  Remember most people do not fly detect crash on.  It is in your realism settings.  If to objects collide they will end thier flight.  Well cs weapons are in fact a flying object.  problem solved.  If you would like to test this out have a friend fly with crash detect on and see what happens.  On another note if both players have csweapons they will also see the incomming missle.  other wise the sys will default to whatever it can match up, i.e. flying helo's.

Title: Re: MULTIPLAYER
Post by AirCanadaGuy on Dec 16th, 2012 at 2:47pm
There should be a way that if you are locked on, you get a warning on the HUD. Also, chaff could be used to get unlocked? Otherwise every radar guided or IR guided missile will hit. Not sure what you guys think? Then again it does take more then 1 shot to go down so I guess it's already well balanced.

Title: Re: MULTIPLAYER
Post by Xpel on Nov 9th, 2014 at 8:38am
Though in Free Flight not, Multiplayer with CS Weapons is absolutely doable
in FSX Multiplayer Missions.

The ability in MP Missions to declare attached to participating Players areas
that when a SimObject CS Weapon enters triggers by proximity events (ie,
Aircraft Failures of different kind & type), makes that possible.

Type of damage taken depending on impact point as also the weapon type is
also highly customizable. For example, speaking about F-18 :

Each paricipating F-18 slot, may have 6-7 attached rectangular areas of different shape & size
as follows :

- 1 small cubic centered at cockpit
- 2 "lengthy" rectagular for the 2 engines
- 2 smaller for the ailerons
- 1 small cubic for the central fuel tank
- 1 or 2 for the elevators

Entering of  a "Vulcan Shell" SimObject fired from another player in any of these areas,
triggers different type of Systems Failures like : Oil leak, Engine Fire, Ailerons or Elevators block,
Killing of the pilot (all control surfaces blocked & maybe triggering of an external camera pointing
at the sky or even a graveyard...), etc.

Settings must be : Collision detection off (since areas will trigger the failures) and also at csweapons.xml, <efficiency> must be set to 0, ie weapons dont do damage (same reason).

The drawback is that the player that suffers the damage can see the visual effects (if there are any, like engine fire) but not the other players.

Working Flares are also easily possible (& serve as chaff as well) : just an invisible simobject with
<fxwake> declared a flare effect. Lifetime, drag coeficient & gravity must also be edited with proper values. Thrown through "Rocket Launcher" with 0 initial speed.
Purpose is to "block" the pursuiter's IR Seaker with more Simobjects than just your plane, BEFORE he locks at you ! Giving you thus the opportunity to brake his lock by manouvering away.

Scenery Object destruction (Buildings, vehicles, Ships, whatever) - not simobjects - is also working based in same principle above (weapon proximity to an area), especially the Static ones (for moving, there has to be an attach_point in the object for the Effects to bind upon). In this case, all effects & destruction can be viewed from all players !... Unguided weapons, need nothing else, while Guided weapons demand also a small SimObject hidden in the Scenery Object for the CS Weapons to lock and trigger FX & destruction with proximity to the object.

Now for the Free Flight : I know there are Effects in Free Flight placed as Scenery Objects that being triggered by player/s approximation (eg, the Flak effect). So a similar type of Mission .xml code can exist also in Free Flight, but I don't know anything else about this. Since Effects can be attached in player/s aircrafts (even with the smoke system...), some of the above described may also work in Free Flight...

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