The commands are of the form: --multiplay=in | out,Hz,destination address,destination port --callsign=a_unique_name Below are some examples of startup commands that demonstrate the use of the multiplayer facilities. For two players on a local network or across the internet: ---------------------------------------------------------- Player1: --multiplay=out,10,192.168.0.3,5500 --multiplay=in,10,192.168.0.2,5501 --callsign=player1 Player2: --multiplay=out,10,192.168.0.2,5501 --multiplay=in,10,192.168.0.3,5500 --callsign=player2 For multiple players on a local network: ---------------------------------------- Player1: --multiplay=out,10,255.255.255.255,5500 --multiplay=in,10,255.255.255.255,5500 --callsign=player1 Playern: --multiplay=out,10,255.255.255.255,5500 --multiplay=in,10,255.255.255.255,5500 --callsign=playern Note that the callsign is used to identify each player in a multiplayer game so the callsigns must be unique. The multiplayer code ignores packets that are sent back to itself, as would occur with broadcasting when the rx and tx ports are the same. Multiple players sending to a single player: -------------------------------------------- Player1: --multiplay=out,10,192.168.0.2,5500 --callsign=player1 Player2: --multiplay=out,10,192.168.0.2,5500 --callsign=player2 Player3: --multiplay=out,10,192.168.0.2,5500 --callsign=player3 Player4 (rx only): --multiplay=in,10,192.168.0.2,5500 --callsign=player4 This demonstrates that it is possible to have multiple instances of Flightgear that send to a single instance that displays all the traffic. This is the sort of implementation that we are considering for use as a tower visual simulator. For use with a server (when one is created): -------------------------------------------- Player1: --multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500 --callsign=player1 Player2: --multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501 --callsign=player2 Playern: --multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502 --callsign=playern The server would simply act as a packet forwarding mechanism. When it receives a packet, it sends it to all other active players.