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Posted

Hi Pete, i hope u´re fine.

Isthere any way to get the multiplayer data like transponder code, acft type and altitude via FSUIPC within a given size of a radius?

Thanks,

Posted

Isthere any way to get the multiplayer data like transponder code, acft type and altitude via FSUIPC within a given size of a radius?

No, not unless it is injected into FSUIPC's TCAS tables by a utility program, so that it looks like AI Traffic -- and that data doesn't include the squawk code in any case.

I'm sorry, but there's never been any multiplayer interface facilities in FSUIPC at all.

Regards

Pete

  • 1 month later...
Posted
You plan to include support for managing the features multiplayer or traffic (as in TrafficToolbox.dll)? or directplay has limited functional?

Who is "you" in this context? How are they doing this?

Regards

Pete

Posted
I'm interested people, I want to know the use of AI instead directplay in my client for the FSD server (FS2004)

beforehand thanks Pete

Sorry I'm lost here. I was asking who is developing a new Multiplayer interface? I could refer others to them if so. I remember Jose Oliveira did a program called "AIBridge" which did some clever interfacing in order to get MP aircraft data out of MP and into FSUIPC's TCAS tables, but I've no idea how that worked. I'm really not involved at all in MP and wouldn't want to get started down such an unknown route myself at this stage.

Pete

Posted
Frankly, I want to manage traffic connected through directplay, precisely control the animation of 3D models, effects ...

I don't know what "directplay" is, but for FS9 or before, for multiplayer, I think you need the FS MP SDK. I don't know about FSX -- I thought most programs used SimConnect and managed their "MP" traffic as AI creations?

Sorry, it isn't my area of expertise at all. I think you'll need to ask elsewhere.

Regards

Pete

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