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Hurdles split into roughly two camps: logical and technical. Logical hurdles need cunning to overcome but are wholly soluble in the addon (eg. lag compensation). Technical problems relate to limitations placed on the addon by Orbiter itself (eg. being unable to jump simtime, inability to control landed craft etc.).
 
Hurdles split into roughly two camps: logical and technical. Logical hurdles need cunning to overcome but are wholly soluble in the addon (eg. lag compensation). Technical problems relate to limitations placed on the addon by Orbiter itself (eg. being unable to jump simtime, inability to control landed craft etc.).
  
The first logical problem with multiplayer in Orbiter is the range of speeds. The craft needs to be visible to other players while sitting on the ground at Havana, and equally when [[LEO|orbiting]] 200 miles above the Earth, either prograde or retrograde. That's a difference in speeds of 15 kilometres per second.
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The first logical problem with multiplayer in Orbiter is the range of speeds. The craft needs to be visible to other players whie sitting on the ground at Havana, and equally when [[LEO|orbiting]] 200 miles above the Earth, either prograde or retrograde. That's a difference in speeds of 15 kilometres per second.
  
 
So what?
 
So what?
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Well, in your driving game, if you have a tenth-of-a-second lag at 180mph, your car will appear to jitter 8 metres. Irritating, but still on the road.
 
Well, in your driving game, if you have a tenth-of-a-second lag at 180mph, your car will appear to jitter 8 metres. Irritating, but still on the road.
  
If your point of reference is the surface of the Earth, so you have no jitter on the ground, a tenth of a second in [[LEO]] will cause jitter of 750 metres -- half a mile. It's not going to be easy to dock when you're not sure which cubic kilometre your craft will be in next second!
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If your point of reference is the surface of the Earth, so you have no jitter on the ground, a tenth of a second in [[LEO]] will cause jitter of 750 metres -- half a mile. It's not going to be easy to dock when you're not sure which cublic kilometre your craft will be in next second!
  
  
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*Toni Ylisirniö developed the first recorded interactive multiplayer plugin with his seminal [[IRCMFD]]. Added mostly as a toy for regulars on Orbiter's [[IRC]], it needed manual updates and really only addressed the speed-difference hurdle by switching to relative-to-closest-vessel position reporting when vessels passed within 15km of each other. Development has ceased.
 
*Toni Ylisirniö developed the first recorded interactive multiplayer plugin with his seminal [[IRCMFD]]. Added mostly as a toy for regulars on Orbiter's [[IRC]], it needed manual updates and really only addressed the speed-difference hurdle by switching to relative-to-closest-vessel position reporting when vessels passed within 15km of each other. Development has ceased.
 
*[[MultiOrb]] took the IRCMFD model and provided automation (to deal with the logical hurdle of advising other craft of orientation and accelerative changes), as well as expanding the supported craft range and addressing some of the relative position reporting issues. Again it didn't seek to address time differences. Development has ceased.
 
*[[MultiOrb]] took the IRCMFD model and provided automation (to deal with the logical hurdle of advising other craft of orientation and accelerative changes), as well as expanding the supported craft range and addressing some of the relative position reporting issues. Again it didn't seek to address time differences. Development has ceased.
*[[OMP]] is a still-ongoing project, unrelated to the others outside of discursive advice, providing a more in-depth framework and seeking to address the time difference problem by synchronizing the PCs with the simplified Network Time Protocol. Is still under development.
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*[[OMP]] is a still-ongoing project, unrelated to the others outside of discursive advice, providing a more in-depth framework and seeking to address the time difference problem by synchronising the PCs with the simplified Network Time Protocol. Is still under developement.
*[[Orbiter MMORPG]] is an attempt on creating a full-fledged multiplayer "game" within the Orbiter environment.
 
 
*[[Project Hamac]] is a proof-of-concept technology demonstrator, offering virtually no solutions to Orbiter technical hurdles (bar docking), but addressing most logical problems by implementing a physics server-graphical thin client model. Development has transferred to the [http://openkosmos.sourceforge.net/ Kosmos project].
 
*[[Project Hamac]] is a proof-of-concept technology demonstrator, offering virtually no solutions to Orbiter technical hurdles (bar docking), but addressing most logical problems by implementing a physics server-graphical thin client model. Development has transferred to the [http://openkosmos.sourceforge.net/ Kosmos project].
*[[Orbiter.World]] is an attempt at building a persistent online world. In contrast to [[OMP]], clients send updates to a server, where they can be retrieved by other clients by means of polling. Is still under development.
 
  
 
No comprehensive product has yet been produced, and consequently this area of Orbiter development should still be considered experimental.
 
No comprehensive product has yet been produced, and consequently this area of Orbiter development should still be considered experimental.
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==See also==
 
==See also==
  
[[Category: Articles]]
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[[:Category:Multiplayer addons]]
[[Category: Multi-player add-ons]]
 

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