OMP Support

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so Face i was wondering about a version of omp for orbiter 2010.Will there be one anytime soon? and whatever happened to Kriss? I was hosting omp2.game-server.net Kriss was hosting the racing league i think and i was to do the star trek server but then got virus,but as a result lost the *.cfg file that Kriss had made and had to stop hosting because i couldnt get ahold of Kriss and a copy of the *cfg file.I now have a better server (this time backup files offsite)and wouldnt mind hosting it again.But with alot of people going to 2010 version Should'nt we host the newest version of orbiter?
 
Disclaimer: Quotation slightly modified in order to reflect how I understand the text-block.
so Face i was wondering about a version of omp for orbiter 2010.
Will there be one anytime soon?

Not anytime soon. I'm currently involved in a project with WHAP, and this will last until beginning of next year (at least).
That said, if someone shows up to bring the code-base up-to-date, we could of course sooner see an appropriate version. It is open source, you know...

and whatever happened to Kriss?
I was hosting omp2.game-server.net. Kriss was hosting the racing league, i think, and i was to do the star trek server, but then got virus.
But as a result lost the *.cfg file that Kriss had made and had to stop hosting, because i couldnt get ahold of Kriss and a copy of the *cfg file.

I don't have a clue what happened to Kriss. I guess he got frustrated by the continuing multiplayer-bashing and lack of participants.

The configuration file is nothing magical, just an XML-based text file. I could send you the ORL configuration of the server, if you like...

I now have a better server (this time backup files offsite)and wouldnt mind hosting it again. But with alot of people going to 2010 version Should'nt we host the newest version of orbiter?

Well, unfortunately there is no version compatible with 2010 now.

regards,
Face
 
well... Now there is a 2010 version. Just want to get this topic back alive again for support. Docking needs to be fixed i think.
 
we were talking on the multiplayer TS last night and there was a supposed bug with docking. where it wasn't stable
 
oh. My bad :lol: It lags though. Does Face use a asynchronous sending and implements position predictions?
 
Does Face use a asynchronous sending and implements position predictions?

Yes and yes. And NTP sync and time-stamping and UDP-streaming and PTP session initiation.

The lag is (most probably) due to the current broadcast system on TCP. If the receiver-thread of one client gets info to be broadcasted to all other clients (e.g. chat message), the info is sent in the same thread to every client. If one client blocks the send command for whatever reason, the reply to the client is of course blocked too. You will see this behaviour mostly with clients with bad network access.

I will change that to queuing and separate sender threads. Just keep in mind that this is TCP only. It has nothing to do with stavec streaming.

regards,
Face
 
Today I think I found a bug in Orbiter's orbit MFD mode. It is closely related to the ORL hosting, because we have a non-rotating earth there.

If you stand still at Wideawake and switch one of your MFDs to orbit mode, it can cause a sudden freeze of Orbiter, together with a 5-sec lag. This is NOT coming from OMP lags or somesuch, it is also present when starting on earth without OMP activated.

As soon as you are moving, you can use orbit mode again.

I guess it is a null-division, as the trajectory on a non-rotating earth is pretty much zero velocity. I will report this to the beta-team...

regards,
Face
 
Can you make Earth rotate? And add bases at different sides of the planet, which people could use when there is a sunlight.
 
Can you make Earth rotate? And add bases at different sides of the planet, which people could use when there is a sunlight.

The non-rotating earth.cfg is a client-side thing. You just have to switch to the default one and it will rotate for you again, even in OMP.

BUT: the ORL package distributed by deltawing777 is containing the earth.cfg from the ORL-online repository, so everyone who downloaded that has the modified earth.cfg. If you are the only one using the default one, you will see others zipping by while standing still and vice versa.

Bases are client-side, too. You can add as much bases you like, if other clients do not have them installed the same way, they will not see them, obviously.

Please keep in mind that OMP is not a game-setup, but a framework. It just lets clients exchange state vectors (together with some meta-info like thruster level and animation events). ORL, OTOH, was meant as game-setup for racing around WIN, or even doing WIN-KSC races. This is what deltawing777 is currently using.

That said, everybody can bundle OMP into another game-setup. I will not do so.

regards,
Face
 
As far as I'm concerned, OMP is achieving a lot more than it's alpha status would lead me to expect.

It's been designed for ORL yes but we've been going much further from there last month and will continue pushing the limits of what we can do. Like racing to the moon and back. Or further. Try Jupiter.

I trust Face to identify what needs fixing and what are design features that have been a part of OMP for the better part of 6 years.
 
If you stand still at Wideawake and switch one of your MFDs to orbit mode, it can cause a sudden freeze of Orbiter, together with a 5-sec lag. This is NOT coming from OMP lags or somesuch, it is also present when starting on earth without OMP activated.
This is not a new bug, but it's most probably related to this bug reported some time ago. The vessel there is not moving too relative to the local planet's frame of reference, but not on the surface which is rotating, but above it with all speeds zeroed (and at x=0, z=0, because otherwise speed in x and z directions would change due to gravity).
 
The non-rotating earth.cfg is a client-side thing. You just have to switch to the default one and it will rotate for you again, even in OMP.

BUT: the ORL package distributed by deltawing777 is containing the earth.cfg from the ORL-online repository, so everyone who downloaded that has the modified earth.cfg. If you are the only one using the default one, you will see others zipping by while standing still and vice versa.

Bases are client-side, too. You can add as much bases you like, if other clients do not have them installed the same way, they will not see them, obviously.

Please keep in mind that OMP is not a game-setup, but a framework. It just lets clients exchange state vectors (together with some meta-info like thruster level and animation events). ORL, OTOH, was meant as game-setup for racing around WIN, or even doing WIN-KSC races. This is what deltawing777 is currently using.

That said, everybody can bundle OMP into another game-setup. I will not do so.

regards,
Face
Ok so we can make the earth rotate. But,how will this affect docking if any? This requires further testing. I think I speak for everybody on the server that realisim is what we are after. Racing is ok but evrybody does and wants (as far as i can tell) to get off of the blue marble and using wideawake as a earth homebase to launch and land.(because we know its stable) There can be other non-laggy bases of course but I think this is the direction everybody will agree we are heading to. The moon shots and mars using a modified UGCO arrow frieghter engines to counter the time accel fact is working rather nicely and has just been awsome..I look forward to testing this further. I would like to say OMP was CTD'ing like crazy in windows xp. I switched back to win7 with same orbiter/OMP directory and havent had no CTD's since.It's wierd. So face if we go in this direction will this impead your developing of omp as far as testing and such?
 
Ok so we can make the earth rotate. But,how will this affect docking if any? This requires further testing. I think I speak for everybody on the server that realisim is what we are after. Racing is ok but evrybody does and wants (as far as i can tell) to get off of the blue marble and using wideawake as a earth homebase to launch and land.(because we know its stable) There can be other non-laggy bases of course but I think this is the direction everybody will agree we are heading to. The moon shots and mars using a modified UGCO arrow frieghter engines to counter the time accel fact is working rather nicely and has just been awsome..I look forward to testing this further. I would like to say OMP was CTD'ing like crazy in windows xp. I switched back to win7 with same orbiter/OMP directory and havent had no CTD's since.It's wierd. So face if we go in this direction will this impead your developing of omp as far as testing and such?

Development is certainly not impeded by you changing the game-setup. Just keep in mind that 300m/s while "standing still" at WIA will cause vessels to jump around in a 1m square. In the racing-setup of ORL, it was better to have smooth ground operations than to have a rotating earth.

regards,
Face
 
Indeed there is reason for everything. OMP is catering to a growing worldwide player base. It needs to remain as stable as possible, and I propose any changes be proposed to Face first. If it gets by his expertise in space-time propagation and sheer coding genius, then the new ideas deserve to be implemented in the next OMP update.

Remember, we have to understand the existing mechanics first before making modifications. That way we can work as a committee, not start an anarchy. We don't need that right now.
 
I would really love to join an Orbiter-multiplayer-session, but I have no idea of the technical side of multiplayer-sessions:
How to connect to an muliplayer session?
How is time-warp, pausing... handeled?
Were do you plan and organize these multiplayer-sessions?

greetings, HAL9001
 
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