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INSTRUCTIONS: Multi-player compatibility

PostPosted: Thu Oct 02, 2008 3:09 pm
by Saracenman
it seems that the way in which the multi-player functions in FSX differes from previous versions, particularly FS9. after much messing about (not by me i hasten to add!) there is a solution ~x(

for all FSX users, here's how I made multi-player work with FS9 users:

1) download and install FSHostClient - http://www.chocolatesoftware.com/fshost/

2) start FSX and select "Free Flight" - NOT MULTI-PLAYER

3) select a/c etc as usual

4) start FSHostClient

5) enter your username in the appropriate box (it doesn't have to be the same name as you've registered for GameSpy - it can be anything!)

6) enter the server IP address 64.46.45.195 into the appropriate box (the other IP address doesn't seem to work)

you should now see a session(s) in progress - click that session and select "connect" (i think - doing this from memory! )

that should show you a list of all players connected to that server and session, and (if you are all in the same place!) you should be able to see each others' a/c as in FSX lobby sessions.

hurrah! F-L-Y!!! :D

a little thing that i found very useful: using the chat box might pause FS (although the chatbox seems to always stay on top of any other window) this doesn't pause THE GAME - just YOU!!! =))

to make things easier, i went into "options", "settings...", "general..." and unchecked the "Pause on task switch" box; this means that you can type and fly at the same time (i bet even DT doesn't do that! \:D/ )

one thing to watch though: after typing a message and hitting 'return' to send, FS becomes the active window again automatically - i.e if you try and type another message beginning with "G" for example, you lower your u/c instead!

chatbox as the inactive window, but still on top (the area in which you type is just out of shot below)Image

you have to click in the chatbox again (to make it the active window again) to type another message. FS will continue (on mute) in the background, until you press send/return again.

also,there are some useful features that I've found too; within the chatbox,right-click on another player's name and you can go straight to their location! :ymapplause:

it would also appear that you can still use most (if not all) of the features/options available in a normal FSX Free Flight, which are not usually available in FSX multi-player - such as "go to airport..." - "map..." - "fuel..." - "instant replay/video clip" - etc etc...

the only thing that this method of multi-player doesn't seem to do the same as in FSX is the labels over the other players' a/c - it gives a/c make/type - distance and altitude,but DOESN'T show the players' names

otherwise, it seems to work just fine - AT LAST!!!!!!!

sm

Re: Multi-player compatibility

PostPosted: Sat Oct 04, 2008 2:37 pm
by RLN
When I enter the stated IP address into the box on FSHostClient, I get the message that nothing has been found. Am I doing something wrong, or is there nobody there?

Re: Multi-player compatibility

PostPosted: Sat Oct 04, 2008 7:29 pm
by Saracenman
yeah i had that too with the other IP address (not 64.46.45.195)

but even so, with 64.46.45.195, you should see a server there - whether there are any actual players on it or not is another matter! :p

sm

Re: Multi-player compatibility

PostPosted: Fri Oct 10, 2008 9:13 am
by RLN
Thanks to SM, Wedgy and Prometheus (from some other forum, somewhere) I am no longer a multiplayer virgin. It was interesting, if that's the right word, but apart from a few operatore errors caused by trying to type and fly at the same time, there were a few problems.
1)Is it OK just to turn up in the middle of a flight?

2) When you do turn up, how do you find people?

3) I lost all of you several times and the only way I could get back was by jumping to your location.

4) How do you know where to go? SM said he'd look at the map for an airstrip. Once found, how did you get there?

The answer to these questions may be self evident and I suppose some answers are down to experience. Maybe the North Pole isn't the best place for an inaugural flight, but good fun :-\

Re: Multi-player compatibility

PostPosted: Fri Oct 10, 2008 9:32 am
by Wedgy
rln wrote:a few operatore errors caused by trying to type and fly at the same time


We all have those mate, its very annoying ~x(

rln wrote:1)Is it OK just to turn up in the middle of a flight?

2) When you do turn up, how do you find people?

3) I lost all of you several times and the only way I could get back was by jumping to your location.

4) How do you know where to go? SM said he'd look at the map for an airstrip. Once found, how did you get there?


1) It certainly is okay, but if you miss out on the pre-flight chat, you will not know immediately where we are going and what we are programming into our GPS and autopilots etc (see next few answers)

2) If in a middle of a flight, the only thing you can use is to use the chat window, right click and "Jump to .......'s location"

3) I think this boils down to the disadvantage of not being around at the start of the flight on the airstrip. We plan where to go, then I know myself and SM program our GPS and Nav fuctions, Im sure Prometheus at least programs his GPS.

4) We follow the "purple line" on the GPS which gives us our heading, the rest is done by sight.

With regard to the "joing in mid-flight", its worth just hanging around, as our flights never last more than around 30mins, we land and then discuss a new flight plan.

I think I need to twist SM's arm into creating another sticky topic here on how to set up an aircraft's flght plan, GPS system and autopilot systems - and linking them all together! Although they differ from aircraft to aircraft and some have NO navigation what so ever .... when they do have nav systems, the buttons are all called the same, just placed in different area's of the cockpit. This is a general flight sim skill - not specific to multiplayer.

You're right about the north pole not being the best place for your first multiplayer start - we were confused too, every single instrument was LYING to us :))

Re: Multi-player compatibility

PostPosted: Fri Oct 10, 2008 9:39 am
by RLN
Thanks, Wedgy. I like autopilot and GPS. Stupid of me not to realise you were using the GPS, and now you've said that it all drops into place. It wasn't easy doing wingovers in a VC10 trying to keep tabs on at least one of you, it's a good job I have damage disabled in FS :))

Re: INSTRUCTIONS: Multi-player compatibility

PostPosted: Fri Oct 10, 2008 1:08 pm
by Saracenman
even harder when you find that you've actually been trying to manoeuvre and land with autothrottle still engaged at 332 knots :ymblushing:

sm

Re: INSTRUCTIONS: Multi-player compatibility

PostPosted: Tue Nov 03, 2009 5:20 pm
by Fat Badger
I typed in the IP Address, clicked search IP for sessions and found nothing.....

Re: INSTRUCTIONS: Multi-player compatibility

PostPosted: Tue Nov 03, 2009 5:22 pm
by Saracenman
i think that IP address is out of date now - there are others, I'm sure, but God knows what they are - if you find one, shove it up on here please JW :)

sm