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Interesting ideas but, not wanting to drop out of nowhere and spoil the fun, let me share some thoughts on this issues:
Perhaps a MMORPG is too ambitious... A game requires a team of dozens of people to develop and takes years, as is much more complex that simulating one specific spacecraft.
Also, why use Orbiter if it doens't have any online features at all? The realistic physics it does provide don't bring much in order of possible game play.
If you need a 3D engine why not use the GoogleEarth API ? It comes with 3D terrain and buildings for Earth, Moon and Mars, supports any model you want, and runs inside a webpage controled by javascript. It looks as less work for me.
Now, I do like the idea of online spaceflight with some degree of reality, and if sometime in the future there's some need for any graphics or web related work for this project, I'd like to help (time permiting).
There are several reasons why I believe this to be a valid project to problem solve. The main reason is that of all the 3D client sims out there with a pre-established community and open development of add-ons Orbiter is the best suited when it comes to space flight simulation. Why should someone reinvent the wheel when Orbiter already has a well established community and the ability to make add-ons? MMO might be a bit too ambitious of a label. MO might be a better fit with what I mean. It's not like 2000 people are going to be logged into a server flying Orbiter at once. It might be more relevant to see a server cap at 64 ships at once. In the context of space flight that is a significant amount of ships flying around. Using Orbiter as a core for a multi-player add-on poses quite a few unique challenges that I look at as interesting in scope to tackle as a community project. Face and I have been debaing a few of the challenges posed the last few hours. It's interesting to see how answers for client time acceleration might work in relation to multiplayer and server mechanics.
---------- Post added at 09:38 AM ---------- Previous post was at 09:21 AM ----------
If a MMORPG is what's required why not just sign up to EVE Online?
The short answer is because Eve Online is full of sci-fi while Orbiter tends to be more sci-fact. Different target audience. Eve is all about things that can never be done within the bounds of regular physics. I've played Eve Online for years and that definitely not what I'm seeking to help reproduce here. Multi-player online in the context of Orbiter has a totally different mindset than Eve Online. What I seek here is plausiable multi-player spaceflight systems. There is nothing remotely plausible about Eve Online in the context of real-world spaceflight.
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