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FS2004 Why? Why? Why?

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us-maryland
As in the heading, this is FS9 specific since I refuse to use a third-party multiplayer server as is required by FSX. And, yes... I do know of, and have used FSHost, but the same issues abound...

I'm sure I'm in the minority concerning this but I figure this would be the best place to express my opinion. In the beginning I use to fly solo all the time and what you're about to read wasn't an issue, but since I started "multiplayering" years ago my solo time is more like 25% and these issues bug me...

What is the fascination with removable engine covers? Chocks? Tie-downs? Luggage? Towbars? Power Units? Cones? Carpets? Personally I think all the effort taken to create these features is wasted, but I understand for every one like me there's probably ten others who love them. Maybe it's because I worked around aircraft most of my adult life and completing a virtual pre-flight inspection is just more of a bother than it is fun.

Offline, solo, those features don't bother me. It's when my wingmen and I gather online with the desire to fly detailed and realistic aircraft, but are met with frustration because none of those features disappear. Imagine when we meet in the air, having departed from different locations, and your wingmen have towbars, power units, luggage, chocks... floating around their aircraft.

How about the flight controls that are XML-based? There is a collection of aircraft (aerial foundry) that are AWESOME... except if you decide to fly it in multiplayer. Because of the complexities of the flight control systems, I understand choosing to model/control it all in XML but why can't it be that everything functions online as it does offline?

Over the years I've done hours... days... weeks... months of searching and reading around the Web about the various issues, tweaks, fixes, and supposed features of FS9 multiplayer. About half of what I discovered actually worked and the others seemed more like wishful thinking...

ALLOW_PLANE_MODEL_SEND=1
ALLOW_PLANE_MODEL_RECEIVE=1
ALLOW_TEXTURE_SEND=1
ALLOW_TEXTURE_RECEIVE=1

Is there a work around? Is there something I've been missing all these years? Is it 100% in the developer's hands to create a multiplayer specific model and the end-user has no way to "ignore" those features? I really really hope someone replies with the "magic solution"!
 
I feel your pain. Most anything that is visible based on certain variables will 'appear', and in FS, in multi-player, only certain aspects are triggered in other planes, system triggers that visibility parts rely on, such as 'engine running' and 'engine stopped'. Some of these things can happen with AI planes as well, but not much. Pilots that are supposed to be hidden when the engine is off will not be hidden, for some reason, when the same planes are being used as AI.

It is 'now' possible, thanks to PropTrash, who came up with code that can hide things as a 'default' visibility code, hidden until it is needed. But, the model files have to be compiled with such codes. (Unless Arno can figure a way out to 'tune' such MDL files to keep certain parts from showing up).




Bill
 
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