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General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: Orion on July 23, 2012, 01:27:10 am

Title: Multiplayer Carriers Public Preview
Post by: Orion on July 23, 2012, 01:27:10 am
This version is obsolete.  Please see the new thread here. (http://www.fsdreamteam.com/forum/index.php/topic,11288.0.html)



Multiplayer Carriers Public Preview
By Orion Lyau

(http://i.imgur.com/gygPa.png)

Ever flown in multiplayer with AICarriers2r2 and wished the static carrier you set at a waypoint could move?  Wish you could change the date, time or weather, or even the location of a multiplayer mission?  Tired of flying to and from carriers that don't have functional catapults or lights?  Well, if so, then this is the add-on for you.  Multiplayer Carriers takes a new approach to the multiplayer carrier conundrum, and allows you to bypass all the above limitations.

Anyhow, on a much more serious note, this is a project I've been working on for the past few months, and I've reached a point where I feel it's ready for a public pre-release test.  I don't see having time to work on it to get it to where I had intended, but it is fully functional in its current state.

Basically, it's a program similar to AICarriers2r2, but instead gives you predefined locations (really, a vector, as each location has a latitude, longitude and heading (well, not actually a vector, as a vector has a magnitude as well as a direction, but I digress)) and allows you to start at a particular time.  Doing so allows you to collaborate with others to fly carrier ops in multiplayer.  Locations are loaded on startup from a configuration file on the web.  Time is synchronized with a NTP server, and then kept track of using a high precision timer, to ensure the carriers start in sync.  I've also set up an update service - should I push an update out, you will be notified on startup of Multiplayer Carriers.

If there's a particular location you'd really like to see, or a different carrier you'd like to use, just shoot me a message and I'll most likely be able to add it.

Features:
- Multiple locations.
- Fly with friends.
- Fly carrier ops in any session, weather, or time of day.
- On-the-fly updates.

Despite the name, it will work in single player (free flight) as well; however in my opinion, other utilities such as AICarriers2r2 are better suited in this situation.

Usage:
1. Connect to FSX by pressing the "Connect" button.
2. Select your location from the list box on the right.
3. If flying in multiplayer, follow steps 3a and 3b, otherwise, continue to step 4.
3a. Contact your fellow aviators and decide upon a time to set sail.  Set this time in the date time picker.
3b. Ensure the checkbox "Wait for specified time before moving carrier" is selected.  This is crucial for multiplayer sessions.
4. Press the "Create AI" button.  This will create a static carrier in the location you specified in step 2.
5. Press the "Go" button.  If the "wait for specified time before moving carrier" checkbox is selected, the carrier will remain stationary until the specified time.  Otherwise, the carrier will set sail.
6. Enjoy your flight!

Requirements:
- .NET Framework 2.0 (or newer)
- Internet connection
- Flight Simulator X: Acceleration
- SimConnect
- Javier's Nimitz (http://www.flightsim.com/vbfs/fslib.php?do=search&fname=uss_nimitz_ike_version2.zip)

Visit new thread for download. (http://www.fsdreamteam.com/forum/index.php/topic,11288.0.html)

(http://i.imgur.com/l6FkB.jpg)

Change Logs:

Version 0.1.0.0:
- Initial Release.

Version 0.1.1.0:
- Bug fixes.

Pro-tips / Frequently Asked Questions:

Only use the "Create AI" and "Go" buttons while you are have a flight loaded.  (Obviously only connect while FSX is running.)  All times correspond to your real world local time (never sim time), except when otherwise indicated (one log message displays timestamp received and the selected time in UTC).

Because boat AI is (as always) local, discrepancies can still occur.  Simply put, this program coordinates the time the boat starts moving, allowing for a precisely synchronized multiplayer experience.

Q: What time does everyone need to set in the program?
A: The same real world time as everyone else, corrected for your local time zone.  A good way to verify that you have selected the correct time amongst your friends is to cross check the "DateTimePicker: [time] UTC" message in the log.

Q: When should I begin using the program?
A: It's best to use the program while you already have a flight loaded, and to choose a time close to the present.  Choosing a time further out in the future may drift apart due to imprecise clocks.

Q: Can someone join after a carrier is already moving?
A: No.  If you're midway through a flight and someone new joins, you have to restart my program and start from the beginning.

Q: Why doesn't the HUD track the carrier in multiplayer?
A: If you're using the Sludge/Combat/FSXBA Hornet, this is a known issue with the HUD.  I'm not currently aware of a fix - sorry.

Q: Is it possible to have the PLAT camera or LSO views, as in the SF Carrier 2 multiplayer mission?
A: No.  The custom cameras were implemented as part of the mission system, and are not available in free flight.

Q: Can I refuel?  (This was possible in the multiplayer carrier ops missions by going to the lower deck or the tanker.)
A: Yes, with Jivko Rusev's In-Flight Refueling Gauge (http://simviation.com/1/find-file?fileId=6313).  This freeware gauge works in both multiplayer and free flight (single player).

Q: Can I fly in a location not listed in the listbox?  Or can I use a carrier besides Javier's Nimitz?
A: Yes!  Just send me a message, and I'll most likely be able to add it.

Q: Does this work with the vLSO (http://www.fsdreamteam.com/forum/index.php?topic=4915.0)?
A: I have tested it in free flight (single player), and yes it does.  However, I have not yet tested the two in multiplayer.  If you'd like, try it and get back to me.

Q: Where can I get Javier's Nimitz?
A: Here (http://www.flightsim.com/vbfs/content.php?98-Basic-Search&cm=SEARCH1&fname=uss_nimitz_ike_version2.zip).

TL;DR: When flying in multiplayer, make sure everyone chooses the same time as everyone else. If you're flying with someone in a different time zone, be sure to correct for that.  All times are local - the one exception is a confirmation message displaying boat start time in UTC.

Naming Conventions:
As of September 2nd, 2012, I've changed the naming of Multiplayer Carriers from pre-release to public preview, hopefully to clarify the intent of the release.  I'm not calling it a beta, as it's not in active development, but it's not a finished release, either.
Title: Re: Multiplayer Carriers Pre-release
Post by: Johan on July 23, 2012, 02:20:10 am
Hi Orion,

This is a great step forward, thanks a lot. I love to do my carrier ops in the PNW because of the ORBX scenery, so Everett, Comox, Vancouver would be great.
I will try it out this week.
Thank you,

Johan
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 23, 2012, 03:49:56 am
I've added the Strait of Juan de Fuca to the list, starting at 48.21, -123.55 and going at heading 290.  It should be available on the next launch.  Due to the new approach, I can only start from a location and go on one set heading - events must be coordinated between multiple clients, and that's quite a lot of hassle, in addition to the variation caused by the random nature of the FS AI engine.  I've selected this location for it's proximity to the locations you mentioned, and because it can go for quite some time before running aground.
Title: Re: Multiplayer Carriers Pre-release
Post by: Johan on July 23, 2012, 05:36:12 am
That sounds very good. I will give it a serious try this week and give you feed back. Thanks Orion.

Johan
Title: Re: Multiplayer Carriers Pre-release
Post by: SUBS17 on July 23, 2012, 05:37:30 am
Awesome work Orion.
Title: Re: Multiplayer Carriers Pre-release
Post by: neutrino on July 23, 2012, 07:04:04 am
That screenshot is amazing :) And thanks for sharing this!
Title: Re: Multiplayer Carriers Pre-release
Post by: GOONIE on July 23, 2012, 05:52:31 pm
Nice work Orion! Does this mean that folks can join a MP session at different times (not all at once), as long as they use this tool and have the same location and time selected? Or does everyone have to get synced up before launching a MP mission still? Does this MP tool come with preloaded views (e.g. LSO, PLAT, airboss) on the MP carrier?

Would be cool to get a weekly session going again, to see if the vLSO is helping us get better in the pattern and groove.

CAPT
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 23, 2012, 06:36:55 pm
Thanks everyone!

Capt: You are correct: because I'm no longer using the multiplayer mission system, one is not required to wait for people to join the session before clicking "FLY NOW."  However, as you said, you must still select the same location and time before pressing "Go" (and thus, before allowing the carrier to move).  So if you're midway through a flight and someone new joins, you would have to restart my program and start from the beginning.  Also because I'm not using the multiplayer mission system, you no longer have the custom views (e.g. PLAT, LSO, Tower) that existed in my multiplayer missions - I think this is a fair tradeoff in exchange for more flexibility, though.

So, as Capt suggested: Anyone want to go flying? ;)
Title: Re: Multiplayer Carriers Pre-release
Post by: ruprecht on July 24, 2012, 03:05:43 pm
Orion, this looks great and I will try it out on friday.  Is it possible to configure starting vectors and times in an .ini file that can be shared among session pilots and allow for any location/heading (including, critically, putting the wind down the angled deck)?
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 24, 2012, 05:47:01 pm
The locations are currently loaded from the web, saving users the trouble of having to create and share them on their own.  Should someone want a specific location/heading, they can ask me to add it, which I'll likely be able to do (or as in the case of Johan's PNW suggestion, use a reasonable alternate).  It is up to the end user to decide the time amongst their friends and set up the multiplayer session so the wind is ideally (or non ideally, if that's your thing) set.  If user requests for locations become too numerous, I may think of an alternate solution for loading the carrier vectors.
Title: Re: Multiplayer Carriers Pre-release
Post by: Letourn on July 24, 2012, 07:39:26 pm
Hi Orion,

It looks like a great soft. For locations maybe you can add some Middle East places.

I was wondering if you can add Airplane instead of Boats like adding a Tanker.

I was able to add a Tanker with AIcarrier but it only fly over water and its not seen by JR refueling gauge.

thanks
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 24, 2012, 10:22:49 pm
If you can suggest any particular body of water, city or airport, I'll see what I can do.  And no, airplanes are not supported (as is the case with AICarriers2r2).
_____

Edit: Version 0.1.1.0 Changelog:
- Bug fixes.
Title: Re: Multiplayer Carriers Pre-release
Post by: Johan on July 25, 2012, 04:08:00 am
Orion,

Here is your CVN68_1 (map left) in the Strait of Juan de Fuca, my plane in yellow near her, my other CVN68_2 fleet on the right near Coupeville.
Great work, thanks again.

Johan
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 25, 2012, 06:46:18 am
Glad you like it. :)
Title: Re: Multiplayer Carriers Pre-release
Post by: Mickey_Techy on July 28, 2012, 08:12:03 am
Way to go Orion.

This is so awesome.

Thank you. Very much.
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 28, 2012, 09:04:51 am
Way to go Orion.

This is so awesome.

Thank you. Very much.

:)
Title: Re: Multiplayer Carriers Pre-release
Post by: Mickey_Techy on July 28, 2012, 09:41:34 am
Just finished testing it out Orion.

First boob up was I set my local time to 'move' the boat. When it didn't, I was stumped for a moment.... do I set up UTC time or server time.
On a hunch, I used server time, and voila, the boat started to move on its scheduled time.

Working TCN, ILS and also catapults and is compatible with vLSO too.

One one end, just heard the demise of MS Flight has been formally announced, and on other end, we have folks like you, FSXNP, Sludge and Jimi who are still innovating with this platform.

Things couldn't have been better friend. Love you folks.

Mickey
Title: Re: Multiplayer Carriers Pre-release
Post by: Mickey_Techy on July 28, 2012, 09:51:39 pm
Cancel my last transmission Orion.

A few of us friends got together to test it out today and we were not able to syn the boats together at all.
All three of us were from three different continents.

We tried using the server time in MPC time box, but for two of us it wouldn't accept that time with an error message saying 'uncheck' the 'wait for specified time' box.
When we look at the logs, it tells us that it receives a time stamp and the time stamp is UTC. But, all logs after that are time stamped with local computer time.

Question 1 - Which time are all players expected to use to ensure that the boat is synced for all of us.

Question 2 - Are we supposed to hit the 'Go' button (Connect ->Create AI->Go) BEFORE getting into a MP session, or can we do it ever after we are in session (we experimented with both options, and results vary). We are not certain, but it does look like, if the time to start is more than 5 minutes from the time when everyone is in session, the boat do not end up being synced.

Question 3 - Let's say, two of us get into the session together and start the boat 2 minutes after we are both in, and assuming both our boats are synced. Now, if another person joins the session and sets his 'boat start time' to the same time as what us (player 1 and 2) had originally set, and he also "unchecks" the option to 'wait for specified time...". Will all three boats be synced?

Thank you for your time Orion.

Mickey.

PS: A suggestion for next release. Will it be possible to include two new "info boxes" saying, UTC time is... and local time is...... All players set UTC time here:... (this is where everyone types in the UTC time for the boat to start moving. Not everyone amongst us is a college graduate (jk) so, simple instructions like them would help folks like me to be be able to set this up correctly.
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 29, 2012, 12:18:45 am
Sorry, I should have been more clear.  Only use the "Create AI" and "Go" buttons while you are have a flight loaded.  (Obviously only connect while FSX is running.)  All times correspond to your real world local time (not sim or "server" time, whatever that is), except when otherwise indicated (one log message displays timestamp received and the selected time in UTC).

So, in regards to your questions:

1. The same time, corrected for your local time zone.  A good way to verify that you have selected the correct time amongst your friends is to cross check the "DateTimePicker: [time] UTC" message in the log.
2. It is best to use the program while you already have a flight loaded, and to choose a time close to the present.  Choosing a time further out in the future may drift apart due to imprecise clocks.
3. No.  Deselecting "Wait for specified time before moving carrier." will cause the carrier to immediately set sail when you press "Go."  As I wrote to Capt, "if you're midway through a flight and someone new joins, you would have to restart my program and start from the beginning."
Title: Re: Multiplayer Carriers Pre-release
Post by: Mickey_Techy on July 29, 2012, 07:22:26 am
That answers a lot of what we saw yesterday.
Thx Orion.
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 29, 2012, 06:35:57 pm
Good - let me know how it works out!
Title: Re: Multiplayer Carriers Pre-release
Post by: jimi08 on July 30, 2012, 02:15:28 am
Awesome work bud!
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 30, 2012, 02:37:32 am
Thanks Jimi!  Have you had a chance to try it?
Title: Re: Multiplayer Carriers Pre-release
Post by: Wood on July 30, 2012, 07:45:25 am
Orion

Great job on this. Been testing it out with Mickey as well as myself as well and it works great. Question is there a way or can there be a way to add a location by using co-ordinates and also placing the carrier on a race track pattern. I've been testing your MP carrier exe while having a drivable carrier as our server. It would be great place the carrier at a location using co-ordinates where we could set it a few hundred miles away and fly to it. In any case a fantastic job and thank you.

cheers
Wood
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on July 30, 2012, 07:55:55 am
Thanks. :)

In regards to adding a location:
The locations are currently loaded from the web, saving users the trouble of having to create and share them on their own.  Should someone want a specific location/heading, they can ask me to add it, which I'll likely be able to do (or as in the case of Johan's PNW suggestion, use a reasonable alternate).  It is up to the end user to decide the time amongst their friends and set up the multiplayer session so the wind is ideally (or non ideally, if that's your thing) set.  If user requests for locations become too numerous, I may think of an alternate solution for loading the carrier vectors.

A race track type pattern wouldn't really be viable - see quoted text below:
Due to the new approach, I can only start from a location and go on one set heading - events must be coordinated between multiple clients, and that's quite a lot of hassle, in addition to the variation caused by the random nature of the FS AI engine.

Hope that helps!
Title: Re: Multiplayer Carriers Pre-release
Post by: heyvern69 on August 28, 2012, 08:59:44 am
I haven't tested this out with friends in multiplayer yet.  But went into 1-person "multiplayer" and so far it works good.

The only problem is . . . I don't have the ILS needles.  The ILS needles automatically work with the SAN FRANCISCO v2.5 multiplayer mission.  And the ILS needles work in the SAN DIEGO NATOPS multiplayer mission.  But I get no ILS needles or working MEATBALL with this utility.  Any suggestions?

-Vern
Title: Re: Multiplayer Carriers Pre-release
Post by: Mickey_Techy on August 28, 2012, 10:41:14 am
I haven't tested this out with friends in multiplayer yet.  But went into 1-person "multiplayer" and so far it works good.

The only problem is . . . I don't have the ILS needles.  The ILS needles automatically work with the SAN FRANCISCO v2.5 multiplayer mission.  And the ILS needles work in the SAN DIEGO NATOPS multiplayer mission.  But I get no ILS needles or working MEATBALL with this utility.  Any suggestions?

-Vern
What frequency are you using Vern?
Because, they work for me.
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on August 28, 2012, 05:52:07 pm
No ball?  That's a problem.  Have you modified Javier's Nimitz (specifically the CVN68_1 entry) - for example, to make it pilotable?  Does the ball work in either of my multiplayer missions?

Or are you referring to the IFLOLS gauge from the Sludge Hornet?  The gauge is just slaved to the ILS functionality.  When the needles don't work, the IFLOLS gauge won't work either.

Edit: Regarding the ILS: does it work when you use my program in free flight (single player)?  If so, it could possibly be a problem with then HUD.  The carrier actually has no navaids - gauges are just made to simulate having navaids by doing some calculations.  Do you get the same results with the RFN Carrier TACAN gauge or VRS Superhornet (I'm assuming the previous tests were done with then Sludge, Combat, or FSXBA Hornet)?

And as Mickey said, what frequency are you on?  112.00 MHz (or TACAN 57X) is used in the Sludge/Combat/FSXBA Hornets.  This frequency is pre-tuned in the missions.
Title: Re: Multiplayer Carriers Pre-release
Post by: heyvern69 on August 29, 2012, 12:15:30 pm
> Have you modified Javier's Nimitz (specifically the CVN68_1 entry) - for example, to make it pilotable?

I don't think I ever made it pilotable.
I did change all the default moving carriers to Javier's Nimitz.


In ALL cases below . . . I am using the newest downloaded version of the Sludge Hornet.


>  Does the ball work in either of my multiplayer missions?

Sludge Hornet ILS needles & ball work fine in both multiplayer missions.  San Diego & San Fran v2.5
ILS needles and ball do NOT work in multiplayer "free flight" mode.

With your new multiplayer utility, I can place a carrier and get it moving, but no IlS needles in free flight.


> Or are you referring to the IFLOLS gauge from the Sludge Hornet?
> The gauge is just slaved to the ILS functionality.
> When the needles don't work, the IFLOLS gauge won't work either.

I agree.  No go on both when in multiplayer "free flight" mode.  But I have needles and IFLOLS in multiplayer missions (San Diego & San Fran).


> Edit: Regarding the ILS: does it work when you use my program in free flight (single player)?

Tough for me to test.  Since the normal install of AI Carriers 2 setup.exe crashes on me hard.  So I had to do a manual install of AI Carriers 2.

A long time ago, I installed AI Carriers 2 and I could press Shift-J to bring up a menu and insert a carrier anywhere on the map.  And then press shift-J to bring up a menu to start the carrier moving.  But Shift-J doesn't work now, since the setup.exe file crashes hard on me.  But the manual install of AI Carriers shows the ILS needles in the HUD just fine when I do multiplayer missions.  Not sure about single player, since I can no longer get a carrier running in single player.

> If so, it could possibly be a problem with then HUD.

Needles work fine with the sludge hornet in your multiplayer missions.  But no go in multiplayer free flight.

> The carrier actually has no navaids - gauges are just made to simulate having navaids by doing some calculations.  Do you get the same results with the RFN Carrier TACAN gauge or VRS Superhornet (I'm assuming the previous tests were done with then Sludge, Combat, or FSXBA Hornet)?

I don't have the VRS Superhornet, or the FSXBA Hornet.  Only the Sludge Hornet.  And I avoid using the default FSX hornet.


> And as Mickey said, what frequency are you on?
> 112.00 MHz (or TACAN 57X) is used in the Sludge/Combat/FSXBA Hornets.
> This frequency is pre-tuned in the missions.

Yes.  I set it to 112.00 (or TACAN 57X), but nothing.
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on August 30, 2012, 12:52:02 am
Sorry, here is the test defined in a more rigid form:

Use these for each test:
- Sludge/Combat/FSXBA Hornet HUD
- Radio tuned to 112.00/57X
- Multiplayer Carriers application to create the carrier (contrary to the name, Multiplayer Carriers will work in single player free flight)

Questions for each situation:
A. Does the ILS on the HUD work?
B. Does the ball on the carrier work? (This does not refer to the Sludge Hornet gauge.)

Situations:
1. Single player free flight.
2. Multiplayer free flight.
3. Multiplayer mission.

If I understand, these are the results:

1. Not tested.
2. ILS does not work, nor does the ball on the carrier.
3. ILS works, in addition to the ball on the carrier.

Is that correct?
Title: Re: Multiplayer Carriers Pre-release
Post by: maikchaos on August 30, 2012, 03:36:15 pm
I get an Error every Time I use this tool
Situation:
- FSX-Acc
- Javiers carriers + Carrier tool installed
- FSXBA Hornet @KNKX
- .net framework 2.0x64 installed

Tool started -->connect-->create AI and following log:
[15:30:43] Connected to FSX.
[15:30:43] Pause event received.
[15:30:43] Unpause request sent.
[15:30:46] Location: San Francisco West
Latitude: 37781
Longitude: -122592
Heading: 295
Title: CVN68_1
[15:30:46] Request to create carrier sent.

Few seconds later the FSX crash:
  Anwendungsname:   fsx.exe
  Anwendungsversion:   10.0.61637.0
  Anwendungszeitstempel:   46fadb14
  Fehlermodulname:   fe.dll
.....
and a .net framework (4.0) message


************** Ausnahmetext **************
System.Runtime.InteropServices.COMException (0xC000014B): Ausnahme von HRESULT: 0xC000014B
   bei System.Runtime.InteropServices.Marshal.ThrowExceptionForHRInternal(Int32 errorCode, IntPtr errorInfo)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveDispatch(SignalProcDelegate pfcnSignal)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveMessage()
   bei MultiplayerCarriers.Form1.DefWndProc(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: Multiplayer Carriers Pre-release
Post by: maikchaos on August 30, 2012, 03:41:37 pm
I get an Error every Time I use this tool
Situation:
- FSX-Acc
- Javiers carriers + Carrier tool installed
- .net framework 2.0x64 installed
- FSXBA Hornet @KNKX in a MP/LAN-Game

Tool started -->connect-->create AI and following log:
[15:30:43] Connected to FSX.
[15:30:43] Pause event received.
[15:30:43] Unpause request sent.
[15:30:46] Location: San Francisco West
Latitude: 37781
Longitude: -122592
Heading: 295
Title: CVN68_1
[15:30:46] Request to create carrier sent.

Few seconds later the FSX crash:
  Anwendungsname:   fsx.exe
  Anwendungsversion:   10.0.61637.0
  Anwendungszeitstempel:   46fadb14
  Fehlermodulname:   fe.dll
.....
and a .net framework (4.0) message


************** Ausnahmetext **************
System.Runtime.InteropServices.COMException (0xC000014B): Ausnahme von HRESULT: 0xC000014B
   bei System.Runtime.InteropServices.Marshal.ThrowExceptionForHRInternal(Int32 errorCode, IntPtr errorInfo)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveDispatch(SignalProcDelegate pfcnSignal)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveMessage()
   bei MultiplayerCarriers.Form1.DefWndProc(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on August 30, 2012, 06:00:43 pm
Because my program isn't running in-process (as a DLL), I don't think it should cause FSX to crash.  Are you running any other addons?
Title: Re: Multiplayer Carriers Pre-release
Post by: maikchaos on August 30, 2012, 08:06:05 pm
Afaik, not. It's the same problem on 3 different PCs... don't know.
My FSX has never crashed, with this exception, only when I use the progam this error occurs
 
Title: Re: Multiplayer Carriers Pre-release
Post by: heyvern69 on August 30, 2012, 08:14:53 pm
> Sorry, here is the test defined in a more rigid form:
> Use these for each test:
> - Sludge/Combat/FSXBA Hornet HUD
> - Radio tuned to 112.00/57X
> - Multiplayer Carriers application to create the carrier (contrary to the name, Multiplayer Carriers will work in single player free flight)

> Questions for each situation:
> A. Does the ILS on the HUD work?
> B. Does the ball on the carrier work? (This does not refer to the Sludge Hornet gauge.)

> Situations:
> 1. Single player free flight.

OK . . . for Situation 1 - I tested this today (08-30-2012).

A) Yes, it does work in single player free flight.

B) Yes, the ball works on the carrier deck.  (And the Sludge Hornet IFLOLS gauge works too).  This is extra good news for me, since I can no longer get the normal Shift-J menu to pop-up the carrier menu, but now I can use YOUR utility to get a carrier in single player.  AWESOME!!!


> 2. Multiplayer free flight.

For Situation 2 - tested today  (08-30-2012) and a few days ago.

A) No, it does not work in multiplayer free flight.

B) Yes, the ball works on the FSX carrier deck.  (But the Sludge Hornet IFLOLS meatball ball gauge does NOT work for me.  And the Sludge Hornet ILS needles do NOT work for me.) Yes, I'm on the right radio channel.  However, keep in mind that I am testing "1-person multiplayer".  I'm not sure yet if the Sludge Hornet ILS needles & IFLOLS gauge will work correctly with 2 or more players.

> 3. Multiplayer mission.

For Situation 3 - tested several times this week.

A) Yes, it does work in both of your multiplayer missions (San Diego & San Francisco).  It works fine in "1-person multiplayer" and with MANY people in multiplayer.

B) Yes, the ball works on the carrier.  (And the Sludge Hornet IFLOLS meatball gauge also works correctly).



> If I understand, these are the results:
> 1. Not tested.

(Tested today, with positive results.  Sludge ILS needles & Sludge IFLOLS work great.  The IFLOLS on the carrier always works, but is kinda small and tough to see until you get close.  Or maybe that's me getting old.)

> 2. ILS does not work, nor does the ball on the carrier.

(Actually, the ball on the carrier works, but not the Sludge ILS or Sludge ball).

> 3. ILS works, in addition to the ball on the carrier.

(Yes, both work fine).

> Is that correct?

With my additional info above . . . . Yes, that's correct.

-Vern
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on August 31, 2012, 01:44:59 am
Thanks for the information Vern!  However, this sounds like a known issue.  The Hornet HUD used in the Sludge/Combat/FSXBA Hornet is not capable of tracking carriers in multiplayer free flight.  I've heard that the VRS Superhornet (payware) is capable of it, though.  I haven't heard of the RFN TACAN gauge in this situation, but you may want to give that a shot.  Sorry I can't be of more help.

maikchaos, does the error list the loaded assemblies?  Do you have Javier's Nimitz (SimObject title CVN68_1, clean deck configuration) installed without modification?
Title: Re: Multiplayer Carriers Pre-release
Post by: Dave Torkington on September 03, 2012, 12:30:42 am
Hi Orion,

Your Multiplayer Carriers tool worked flawlessly tonight for my buddy and I. Couldn't believe how well it sync'd our time / position on the catapult seeing as we departed out of Casale LIBR.

Many thanks for adding the Strait of Otranto start position too - just perfect sir! Nice touch that it makes a silent update too.

Could I ask, is there any other way to enable the Tacan in Multiplayer [other than a Multiplayer Mission]?

Great work!

Dave.
Title: Re: Multiplayer Carriers Pre-release
Post by: Orion on September 03, 2012, 07:20:12 am
Great to hear, Dave!  Glad you like it. :)

Not on my end - the TACAN is simulated in the HUD.  J.R. (the developer of the HUD) and I collaborated for the multiplayer mission workaround, but for some reason, the HUD doesn't track carriers in multiplayer free flight.  I've heard anecdotal evidence that the VRS Superhornet is capable of tracking carriers in the same situation, though - I'm not sure how they accomplish it.  I think the RFN TACAN gauge works similarly to the HUD, but I haven't heard it tested in the same situation - you may want to give that a try.
Title: Re: Multiplayer Carriers Public Preview
Post by: Dave Torkington on September 03, 2012, 08:51:02 am
Appreciate that Orion,

We're using the RFN Tacan gauge already and it appears to perform exactly as the HUD.

I'll check out the VRS Superbug later today.

Thanks again,

Dave.

Title: Re: Multiplayer Carriers Public Preview
Post by: Mickey_Techy on September 03, 2012, 04:41:01 pm
................I've heard anecdotal evidence that the VRS Superhornet is capable of tracking carriers in the same situation.............

I add my evidence to the anecdote, Orion :) 
The carriers spawned in multi-player session using TacPack are completely synchronized as are tankers or any other sim objects that TacPack spawns.