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No, because if you are aiming for another planet you will flyby way to early and miss your target by a few AU.
Odd, I was under the impression that time accel was not "allowed" in FSX multiplayer.I just checked in FSX- It is shown as an increase in velocity (i.e. the one plane appears to zoom past at ludicrous speeds). Would this work for orbiter?
It would not work in Orbiter for interplanetary trips. Let's go back to the Saturn example. MFDs such as transx and IMFD calculate trajectories based on where Saturn is going to be in the amount of time it takes for you to coast there. So if your trajectory is going to get you to Saturn in one year, you are going to end up not where Saturn is at the moment you are creating the plan, but where Saturn will be in one year.
So, say you put time accel on. You go super fast while the rest of the solar system carries on at "normal time." ...See the problem?
to Orbiter-Forum, Kevin!
to the Forums Kevin!Hm... I already proposed the spacetime-bubble concept to solve this problem. It was rejected for the MMORPG project, but I still think it is a proper solution for a "sandbox" style multiplayer project.
Quickly repeated:
In your example, Player A and B would be in different time-bubbles, leaving either player A or B "stranded" in future and past, respectively. Player B can choose to sync with player A after landing, of course...
- every user can choose arbitrary time-acceleration
- users using time-acc leave the server's time bubble and go with their own
- users willing to meet others have to synchronize with their bubble
- every bubble has a "leader" who is able to set the bubble's time-acc for e.g. interplanetary fleets
- users see each other only if in the same bubble, optionally "ghosts" are possible, being recordings of trajectories of other users at the appropriate MJD time
regards,
Face
It's not so much relativity as it is a big ol' mundane headache.
Yea my main wish here is some sort of mission control.
@deltawing777
Your proposal does not solve the problem of discrepancies in object location. If object A is a deltaglider, B a ravenstar, and inserting object C, the ISS, a problem arises. Imagine that A and B are on opposite sides of the planet, and object C is halfway between them in their orbit. If Object A time accelerates, but Object B does not, what does Object C (the ISS) do? Remain 1x or accelerate with Object A? Regardless of what it does, it will now have to different locations. One location, as viewed by Object A, will be much further along in it's orbit. The second location, as viewed by Object B, will be near the same spot, as it has not accelerated from B's frame of reference. Whose reference, A or B, do you now measure the distance from to see if acceleration is allowed?
My explanation probably isn't the best, but I couldn't think of another way to explain it.
2) the Warp Drive method - this is how we do it in flight sim, the whole universe/Earth stays on the same time scale, and only your aircraft is affected - meaning you will seem to be travelling at Mach 5 across the Pacific instead of the Mach 0.85 that the other guy is flying. You just get to your destination faster. In Orbiter's case, this would be just an extreme increase in velocity (but for ease of us, you could resume to normal speed at any time to perform any necessary burns, and the extreme increase/decrease in velocity wouldn't cause a huge and detrimental loss of fuel for your spacecraft, if at all). It is somewhat unrealistic, but I believe it would be the easiest option to implement in the first version of an official Orbiter multiplayer. We could implement this concept first, and develop the 'bubble method' and an easy way to interface it while the first version is operational. Then introduce a second version with the bubble method. This would allow us to have an operational multiplayer quicker, but also have a more realistic multiplayer later.
1- the development of a stable and user-friendly pilot client and server network
2- the deployment of this pilot client and server network using the warp drive method (now we have a usable multiplayer, but it still isn't realistic)
3- the development of an updated pilot client and server software to enable the bubble method while mkI of the multiplayer is online
4- deploy the bubble method multiplayer system and everyone's happy
Thats just my two cents. This is my first post so don't bite my head off if I say anything stupid, disrespectful, etc.