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FSMP

Addon developer's gauges causing LAG

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FREE : Server for TESTING FSX Gauges An increasing number of Plane Addon developers, are producing aircraft, that have very significant "issues", both in Free Flight and in Multiplayer.There issues result in low frame rates, and in lagging issues in Multiplayer sessions.The main cause of thses issues, is a flooding of REDUNDANT "Key Events".This can be so bad, that in some cases, just one such aircraft in a Multiplayer session, can bring the session to a freezing halt.THE GOOD NEWS :-Now there is a quick & easy way for both Developers, and End Users, to determine if their Aircraft causes such issues.(Both in Multiplayer, and in Shared Cockpit)The FS-MP Multiplayer server's STATUS PAGE, now provides a quantative measurement of these Key Event rates.http://fs-mp.com/statusTo check out any given aircraft, all one now has to do is join the FS-MP FSX MP server, sit at a ramp, and observe the status page.Within a few minutes, one will get a quantative measurement of any excessive Key Events. ( Green = OK through to RED = VERY BAD )The FS-MP FSX server runs 24/7, and be accessed both on Gamespy, or by Direct Connect. ( Direct Connect details obtained once in the session, by typing /D in the chat window ).==============In development is a real time updating Database of FSX addon aircraft, along with a measurement of their Multiplayer Compatability, which will also be viewable on the FS-MP website.For those developers, having difficulty in resolving these kind of issues, "Simulator Services" can offer assistance.http://www.sim-services.com

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That is a very welcome "service." I used it last week to help track down and eliminate the MP issues with the Milviz T-38A Talon.Doug Dawson's marvelous event_logger.gau provided the clues needed; your FS-MP Server validated the results.Thanks!


Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator

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The Multiplayer column in the table below indicates what events are transmitted to other aircraft. In Shared Cockpit mode key events initiated by the co-pilot are not acted upon immediately, the key event is first transmitted to the pilot, and then if the key event is allowable (marked Shared Cockpit in the table below) it is then transmitted back to the co-pilot to be acted upon. Some key events are transmitted to all aircraft. A few key events are disabled altogether. An aircraft flying in a multiplayer scenario that is not in shared cockpit mode will respond to all key events except those marked Disabled in the table below, and only those events marked as All aircraft will be transmitted to the other aircraft.
  1. Disabled
  2. All aircraft
  3. Shared Cockpit
  4. Shared Cockpit (Pilot only)

FSMP, Your website report is very helpful.As far as I know there are 4 event types with respect to multiplayer.'Disabled' aside, are all the other three event types a (possible) issue for a server.I'm not clear what 'Shared Cockpit (Pilot only)' actually does...or looks to a server... :biggrin:If anyone can elaborate, that would be very helpful...Also, it seems to me even a 'noisy' throttle axis could present a problem...is that right?

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There are quite a few MULTIPLAYER (non Shared Cockpit) events.Ie COm1 radio tuning, Transponder tuning, gear, spoilers, lights etc. Basically thing you NEED to see another plane's model doing.A "nosy" throttle, in itself, is not a MP Flooding issues, as the throttle value is sent along with Position data, at a fixed rate of 5 times a seconds.The only time when a "Noisy" throttle is an issue is when its changing value is used to cause another MP Event to take place.Same applies is any Event is tried into a nosy "Joystick slider".In particular, if the SPOILERS/AIR BRAKES are put onto a noisy slider, every time ther eis a new AIR BEAKE value (due to noise), then the NEW Air BRake value is sent as an event over Multiplayer. This can cause MASSIOVE FLOODING, if the slider pot is "Noisy"

Edited by FSMP

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