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Earleen Statham

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Aug 2, 2024, 7:57:58 PM8/2/24
to licasingche

The multiplayer feature of FlightGear makes it possible to see other pilots and vice-versa. This makes it possible to fly in formation, perform mid-air refueling with tankers controlled by real people or contact real air traffic controllers to ask for guidance.

Multiplayer may cause extreme framerate drops during the loading of aircraft models, especially heavy models such as the Boeing 777 or Airbus A320neo. It is suggested to fly in locations other than the default San Francisco International Airport, as there are often lots of pilots in the area who are often new, and do not follow ATC, or respect traffic.

To confirm that it's working, you can go to the multiplayer map at (in Hong Kong). Once FlightGear has started, you will notice chat messages that say "Hello" indicating pilots that are online. They will also pop up when a pilot joins the MP network. You can change this message by add command line option, e.g.:

Obviously, --callsign can be anything you wish but it must be limited to 7 (seven) characters in length counting any dashes. If your callsign is too long, it will be cut off in the various displays where it is shown. Generally speaking, callsigns are of the form X-XXXXX. Check this page to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems! Please don't leave your callsign as "CALLSIG".

It is possible to set up a local multiplayer network between two FlightGear instances without using a multiplayer server. All you need to do is map each I/O port of one instance to the corresponding port(s) of the other instance:

Thus, you need to modify the client-side port settings for each additional instance that you are running on the same machine, and map the output port of one instance to the input port of the other instance (and vice versa).

You can use this kind of setup to test multiplayer related features or troubleshoot multiplayer related bug reports that may be otherwise hard to reproduce over MP. As you can't access the configuration of other people's FlightGear, this technique allows you to have complete control over FlightGear's settings.

Additionally, the in argument above tells FG to listen only on the loopback/local interface - it will not receive packets arriving on the other network interface(s). If you want to also bind to other interfaces, just omit the IP address by using

You should know how to log on to your router's configuration page, usually via a web browser. You are looking for settings pertaining to "port forwarding," "virtual server," "Forwarding Rules," or similar. When you have found the relevant settings, you need to add a rule that forwards port 5000 to the IP address you discovered earlier. If there is a choice given, ensure it is UDP ports that are forwarded. If there is no choice, you may assume that both TCP and UDP are being forwarded. Save your configuration, and most routers will probably then need to be rebooted to apply the changes.

To chat with other pilots, go to the Multiplayer menu and select Chat Menu at the bottom of the menu. Note that the other pilots may not have their chat box open nor chat messages enabled, so they may not see your messages.

The shortcut for chatting is - (hyphen). This will bring up some text in the upper-left of the FlightGear window. By pressing the corresponding number keys, you can send pre-made messages. Pressing 1 will let you type in a custom message, which you can send by pressing enter. By default, other people's messages are displayed at the top of FlightGear's window for a few seconds, but it will appear for a much longer time in the window at Network > Chat. So if you think you have missed anything, go check there.

Should you become victim of abusive or annoying behavior by any pilot, you have option to ignore him or her. To activate the ignore function open the Multiplayer > Pilot list dialog and click the ignore button next to the pilot's callsign. This will prevent chat messages from the ignored pilot appearing and prevent his aircraft from appearing.

There is a very nice online map which displays the location of online pilots at mpmap02. You will also find this useful to check that you are successfully connecting to the server, as well as looking up navaids, waypoints, airports, frequencies, weather, and more!

The multiplayer servers are interconnected. With few exceptions you do not need to connect to a specific server in order to see other pilots who are on that server. For best performance, you should connect to the server that is either geographically closest to you, has the lowest latency (ping time), or is the least busy.

With the expected growing list of aircraft available in the Market Place and other online resources, this is depriving the community from the immersion of flying with other aircraft accurately represented, not only from a visual standpoint but also from a practical standpoint.

Similarly, if someone is flying an ultra light which is supposed to have higher traffic priority to an airplane, I would like to see it accurately represented so that I can respect procedures in a Vatsim like session or any other Live session for example.

Set limits to the MP 3D model to keep frame and VRam budget to minimum (like Minecraft). Textures could be limited to 2048x2048 max, animations to a dozen or so values and only in a simple linear fashion mapping directly vars to keyframes (like when using UBOs and instancing).

The discussion brought additional ideas:
Make this an opt-in setting globally, and opt-out setting selectively
Why the MP model must be a mandatory component included with any 3rd party aircraft for this to work.
Why displaying other players actual aircraft and liveries can boost the Market Place sales.

Back then my friends and I would search the web for freeware aircraft and vehicles. We stumbled upon hundreds of different things. Of course we would share the files so that everyone will see the plane as well.

Your idea is good but I am not sure if it is feasible. Streaming textures that are anything between 10mb - 200mb per aircraft at a busy airport will be almost impossible. Note that right now many people get slow streaming (popping up scenery) even though they have very fast internet connections. The problem is the server that cannot handle it. If one aircraft skin can take as many MB as entire photogrammetry around you, then imagine what would happen at a busy airport.

In case of community-made liveries, this would not be feasible. I personally do not even look at low-res liveries because I can see pixelated lines breaking even in 1080p, not even mention 1440p. So I usually get 4k or 8k liveries only (anything between 45mb and 250mb). So there is really no good solution available for community-made liveries.

I think that instead of streaming lower poly models and textures, they would have to be added to the main release and loaded from the sim, just like AI aircrafts are right now. Not sure if streaming is an option even if they are relatively low-res.

Another way to support custom livery sharing in real time and keep livery sizes small would be to provide an in-game livery editor that lets artists build images using a collection of abstract shaped decals. This is how multiplayer car racing games download custom liveries efficiently.

Lucky man you are
Yesterday a friend and myself we try a multi player flight.
Both computer and MSFS on same server ( West Europe), Multiplayer mode , Live weather and so on selected
Same airport, 2 nearly closed gates
My aircraft was DR400 Robin Cadet
My friend aircraft was C172
On my MSFS Screen, friend aircraft displayed was a Longitude aircraft without landing gear !!!
On Friend screen my aircraft displayed was a TBM930 ( my favorite one)

The FlightGear project began in 1996 due to dissatisfaction with commercial flight simulation programs, which were not scalable. Its goal was to create a sophisticated, robust, extensible, and open flight simulator framework for use in academia and pilot training or by anyone who wants to play with a flight simulation scenario.

FlightGear's hardware requirements are fairly modest, including an accelerated 3D video card that supports OpenGL for smooth framerates. It runs well on my Linux laptop with an i5 processor and only 4GB of RAM. Its documentation includes an online manual; a wiki with portals for users and developers; and extensive tutorials (such as one for its default aircraft, the Cessna 172p) to teach you how to operate it.

Aircraft shows the aircraft you have installed and offers the option to install up to 539 other aircraft available in FlightGear's default "hangar." I installed a Cessna 150L, a Piper J-3 Cub, and a Bombardier CRJ-700. Some of the aircraft (including the CRJ-700) have tutorials to teach you how to fly a commercial jet; I found the tutorials informative and accurate.

Under Environment, you can adjust the time of day, the season, and the weather. The simulation includes advance weather modeling and the ability to download current weather from NOAA.

Settings provides an option to start the simulation in Paused mode by default. Also in Settings, you can select multi-player mode, which allows you to "fly" with other players on FlightGear supporters' global network of servers that allow for multiple users. You must have a moderately fast internet connection to support this functionality.

Flightgear is fun, but it continues to frustrate. Added the ppa, ran the update (apt update, not apt updates), installed Flightgear. When I start fgfs, it goes straight into the C172. I don't get the pretty menu. When I start it from the mouse menu (Xubuntu 18.04.1 LTS), I get a blank white window.

Other than that, graphics look great, Terrasync works, and it's fun to fly around. I wish I knew how to turn off the psychedelic fake fill-in buildings. I also wish startup was way faster. Looks like it's single-threaded, taking a good minute to get started.

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