OK well I've looked at what the MP carrier does & prototyped a self contained one locally using the Type 45 - it has no problems with loading models from the Aircraft directory - the reason why it's 'hot' is that you are viewing the model loaded by the AI scenario, hence is it managed by a different piece of code - and everything handled by the AI model manager is hot by default.
Next I'll transfer the knowledge to do an MP carrier version of the Iron Duke
The difference between the view point & the model is due to the face above - you're viewing from inside the AI model.
I've tried a few options to get a null local model, animate it with the AI props & then get the viewpoint to follow the model , but it ain't working yet (and may not ever work)
The SDM code (aside from not working properly) sets pitch/roll on the ai manager properties - I assume this is why the view follows the model. It assumes /ai/model/aircraft/* at all times, which I'm not sure is a good idea in the 1st place & is definitely not compatible with mp carriers
The reason why the SDM boats are not hot is that you are viewing the MP/local model, not the AI one
The two things stopping the advanced ships being fully awesome is the camera view problem as a player and transmitting the ships actual wave motion over mp when its a playable ship ( otherwise the other player sees the ship move, but to his weather conditions, not the actual conditions the ship experiences. )
The problem with MP is the issue with people being able to have different weather - I don't think there is any way to enforce it because of the way MP carriers work at the moment, the AI animation is done on the *local* weather as configured - you'd have to redesign the AI animation to be overwritten in MP carrier configuration
It *might* be possible, but you'd have to hack commander.nas a bit more to broadcast pitch roll & heave as used in the animation
Good work although if we cant sync the wave motion over MP, we cant use them effectively over MP as any challenging weather can be nullified by a user on their own machine making them look very skilled when infact they are landing on a ship which may not be moving at all.
Well I have some ideas for the future about syncing movement over MP via the same method that the MP aircraft carrier does other properties, but you can't force the sync of weather - so even if movement is synced, they could still have their local weather set to no wind & you'd be none the wiser
16 Oct 2017 09:09 - 16 Oct 2017 09:23#35999by enrogue
Still going on the sync stuff, in the meantime I went & tested whether I could spawn on all of the ones I've modified so far as AI ships & found that the Albion (my versions directory is L14) had no valid parking positions
My version of the Albion now has 1 parkpos, so you can spawn on it & I have no issues spawning on any of the ones I have modded with macOS.
I've also tried all of the carriers that come with FG & successfully spawned on all of them - so I wonder if the issues Stuart is seeing are windows only?
I'll test on Linux next, but windows is a bit harder for me as I only have an old netbook running win10 (Asus 1215N)
edit: and the Type 42's parking pos was too far back - I was spawning on the wake model
I've just tested the Type 45, Albion, Duke & all included carriers on Linux - no issues spawning so far.
My macOS install doesn't use terrasync - I have a terrasync mirror on my NAS (85GB or so)
My Linux install uses terrasync - no issues so far, but I'm waiting for a Google drive sync to complete to that machine so I can check the other AI ships (I have the 45, Duke & Albion on dropbox as well so already tested ok)
I'll have a go at testing windows later, but it's horribly slow to do anything