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    Multiplayer basics

    Technical Support (BMS Only)
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    • S
      steveh2112 last edited by

      i’m trying to set up a multiplayer session between my 2 computers. here’s what i’ve done so far.

      i created a TE with 2 planes. i copied the two te files .tac and .twx from the Campaign SAVE folder to the other machine

      i start first computer, go to comms, leave the ip at 0, put 256 for bandwidth, turn IVC off. i enable the connection through the firewall. i get connection ok.

      on the other pc, i go to comms, set the ip of the server pc, set bandwidth 256, turn off ivc, i enable the connection through the firewall. i get connection ok.

      then i go into game on both pcs with the same te.

      i see 2 planes on the runway but when i start flying one, i assumed i would see it flying on the other computer? it doesn’t move.

      what am i doing wrong?

      thanks

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      • A
        Agave_Blue last edited by

        The server hosts the TE, the other PC(s) connect to it (the other PC(s) don’t need a copy of the TE).

        So you start the TE on the server (and stop the clock). Go to the other PC and he joins your ‘online’ TE, enters the TE and stops the clock.

        Then the Host commits to Ramp/Taxi/Runway. Once committed, the other PC can commit.

        I’d recommend leaving IVC enabled, but I don’t know if it really matters in your case.

        S 1 Reply Last reply Reply Quote 0
        • S
          steveh2112 @Agave_Blue last edited by

          thanks, i got it now. actually, its not necessary to stop the clock, i’m going right into game on the server side and parking on the runway. then when i start the slave, its next to me on the runway. it makes startup a lot quicker and in my project i restart this thing 500 times a day so every second counts.

          i have all the mouse clicks and key presses scripted so both sides are now just one button to get to the runway. i expect that script would be a useful tool by itself for some people who don’t like to go through the setup.

          Eagle-Eye 1 Reply Last reply Reply Quote 0
          • Eagle-Eye
            Eagle-Eye @steveh2112 last edited by

            Stopping the clock is not really necessary, but if you do, you can do a time check and see if there’s any lag. From time to time, it can happen that person A is at xx: xx: 20, while the other is at xx: xx: 25. Such a difference could produce problems in 3D.

            In our experience at the BVT, BMS network code seems to have improved a lot since OF/FF/… days, and it’s no longer necessary for the server host to also host the TE, or for the server/TE host to enter 3D first. We all join 3D at random, and can’t recall ever having had issues.

            Sharing the TE-files is not necessary, but if you want people to automatically have the steerpoint lines and PPT’s, you should at least share the .ini-file. If the DTC-file is already shared, it can avoid a lot of confusion about where a certain line or PPT needs to be placed, and make a briefing 5-10 minutes shorter.

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            • S
              steveh2112 @Eagle-Eye last edited by

              @Eagle-Eye:

              Stopping the clock is not really necessary, but if you do, you can do a time check and see if there’s any lag. From time to time, it can happen that person A is at xx: xx: 20, while the other is at xx: xx: 25. Such a difference could produce problems in 3D.
              .

              i will definitely check into that. it is vital for my app that both ‘players’ are perfectly in sync.

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