Search found 678 matches

by FSMP
Wed Nov 18, 2015 3:22 am
Forum: Multiplayer Specific Questions
Topic: in game comm in MP
Replies: 16
Views: 5404

Re: in game comm in MP

There's a section in our Learning Center under Product->Multiplayer all about comms in multiplayer! If there's something not clear in there, let us know so we can fix it. FSX and earlier version of P3D, had In game Comms in Multiplayer, selectable by the MP server to have a Compression bit rate of ...
by FSMP
Wed Nov 18, 2015 3:02 am
Forum: Multiplayer Specific Questions
Topic: [RESOLVED] Spoiler variable not transmitted in MP (v2 and v3)
Replies: 21
Views: 7508

Re: Spoiler variable not transmitted in MP (v2 and v3)

We do quite a bit of multiplayer work in v2 and now v3, and noticed that the spoiler (speed brake for us) variable is apparently not transmitted? Are we set up incorrectly, or did P3D actually reduce functionality in this respect? I'd expect LM to continually expand the usable variables, not to res...
by FSMP
Wed Oct 21, 2015 2:39 am
Forum: Multiplayer Specific Questions
Topic: multiplayer on headless unit in datacentre?
Replies: 5
Views: 2467

Re: multiplayer on headless unit in datacentre?

G yes, you can HOST P3D (like like MS-FSX) at a data-center, provided the data-center will configure your Hosting PC correctly. (1) You will need a dedicated PC that you have admin rights to. (You "might" be able to get it to work with a virtual server, but I have not tried that, and I can...
by FSMP
Wed Sep 09, 2015 6:23 pm
Forum: Multiplayer Specific Questions
Topic: Cannot Connect and no Router.
Replies: 3
Views: 2375

Re: Cannot Connect and no Router.

Your MODEM might have a built in router ? See what IP address you PC has .. (use Ipconfig from CMD prompt) If it is a Private IP ( ie starting with 192, or 10) Then you have some form of router in your Modem that is doing NATS Translation, and you will have to set up port forwarding in the Modem to ...
by FSMP
Mon Aug 24, 2015 6:43 pm
Forum: Simulation Object Development Questions
Topic: Possibility of a depth sounder gauge
Replies: 5
Views: 2169

Re: Possibility of a depth sounder gauge

Thanks for the suggestions Geoff, I've finally gotten around to redoing a pilotable Washington State Ferry and the thought was that if it would be possible to create a depth sounder gauge, then it might be worth trying to assemble bathymetry data for Puget Sound. Last I checked bits and pieces of i...
by FSMP
Thu Aug 20, 2015 4:47 pm
Forum: Simulation Object Development Questions
Topic: Possibility of a depth sounder gauge
Replies: 5
Views: 2169

Re:

I suppose this might end up being a question for the LM guys; now that it's possible to create custom bathymetry data files, is it possible to create a depth sounder gauge? If so, any suggestions on how to get started? If it could be done with xml, it might be easy to modify one of my existing mari...
by FSMP
Thu Aug 20, 2015 11:29 am
Forum: Prepar3D Website and Download Questions
Topic: Looks good!
Replies: 18
Views: 5293

Re: Looks good!

Welcome to the 20th century!

Seriously, thank you so very much for the new(er) forum software. It is so much better now!


+1
by FSMP
Wed Feb 11, 2015 7:54 pm
Forum: Multiplayer Specific Questions
Topic: The Cloud
Replies: 1
Views: 1280

Check out the link below to get some idea about "cloud gaming"

http://en.wikipedia.org/wiki/Cloud_gaming

Geoff
by FSMP
Wed Feb 11, 2015 5:31 pm
Forum: Multiplayer Specific Questions
Topic: 16K audio cmpression option ?
Replies: 0
Views: 1042

<img src="http://i.imgur.com/ayPPIUr.png" alt="" /> It looks as if Dovetail have managed to find a way to select a 16K Audio compression in Multiplayer. Assumning Dovetail they are still using the same codec library as FSX/ESP/P3D, is there any chance that LM could allow that significantly more avia...
by FSMP
Fri Jan 17, 2014 11:29 am
Forum: Multiplayer Specific Questions
Topic: Shared Cockpit - Spontaneous Time Acceleration
Replies: 26
Views: 9686

FYI:<br /> <br /> The "suddenly accelerate from 1x to approximately 2x (OR MORE) during a multiplayer shared cockpit" was an INITIAL bug in FSX during development, and was reported by the beta team.<br /> <br /> It was "FIXED" by Microsoft during beta, but the only reason so the bug, released to the...
by FSMP
Thu Dec 12, 2013 2:35 pm
Forum: Prepar3D Professional Plus Client Application Questions
Topic: [FIXED] Can we please have a separate Professional Plus bug and support forum and have some developer info released?
Replies: 3
Views: 1880

+1<br /> <br /> The cost & time wasted by not having appropriate support, for a Professional Plus version developer, actually makes the Pro version license cost insignificant.<br /> <br /> I am confident that some sort of priority, ticket system, would be well received by those who are professio...
by FSMP
Wed Dec 11, 2013 1:54 pm
Forum: Multiplayer Specific Questions
Topic: MP in V 2.0
Replies: 11
Views: 1946

<div class="bbcode_quote"> <div class="bbcode_quote_head">Quote:</div> <div class="bbcode_quote_body"><b>Quote from deverette on December 8, 2013, 14:54</b> <div class="bbcode_quote"> <div class="bbcode_quote_head">Quote:</div> <div class="bbcode_quote_body"><b>Quote from FSMP on November 21, 2013,...
by FSMP
Sat Dec 07, 2013 11:12 am
Forum: Miscellaneous
Topic: FS Recorder
Replies: 11
Views: 2005

This is upsetting news, for a number of reasons.<br /> <br /> I do not presume to speak for the FS Recorder developer, from from my understanding, this is what seems to have happened<br /> <br /> (1) When I last spoke to the FS Recorder developer, some 9 months ago, about a version for P3D 1.4, his ...
by FSMP
Tue Nov 26, 2013 11:23 pm
Forum: Multiplayer Specific Questions
Topic: Test Multiplayer Server
Replies: 20
Views: 3859

As far as compatability is concerned, I had no problem connecting to a 2.0 host with the old 1.4 client. :)









by FSMP
Tue Nov 26, 2013 7:20 pm
Forum: Multiplayer Specific Questions
Topic: Test Multiplayer Server
Replies: 20
Views: 3859

If the Spoiler event has now been moved to give spoiler values in the Position packet in V2.0 ( as was stated in a previous LM post), then the packet structure is different, and 2.0 should have been updated to NOT connect, or allow connections from 1.4<br /> <br /> Or maybe some clever stuff was don...

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