The problem there is that EVERY PLAYER HAVING AI WILL BE BROADCASTED TO THE SESSION, > as far as i know > AS FAR AS I KNOW <<< doesn't gives a way to receive notifications every user's specified-time, so you may do "SimConnect_RequestDataOnSimObject" (using the "SIMCONNECT_PERIOD_ONCE" option) every 4 times per second for each AI, with a "worker thread" or a timer-like cycle.Īnd also define a structure with "SimConnect_AddToDataDefinition", requesting VELOCITIES from each AI Aircraft (LATITUDE, LONGITUDE AND ALTITUDE VELOCITES), with these you will be able to send velocity information to the session, as well as the current LATITUDE, LONGITUDE AND ALTITUDE, of each AI, so then these information can be sent to the session.Ībout the AI aircraft's model name, you can retrieve it with the simulation variable called "TITLE", and using the "SimConnect_RetrieveString" function, you can get each AI's model.Īlso you could also use the "ObjectAdded" and "ObjectRemoved" events of the "SimConnect_SubscribeToSystemEvent" function to check when FSX deletes or adds new AI to the simulation, with this you can control which AIs where made and theirs IDs. Actually, with the FSX's Service Pack 2, you can connect to a FSX multiplayer session and see others players default AI planes. That could reproduce the same effect that the native FSX multiplayer does (in GameSpy). Yeah, Russell, that would be a very nice idea, i think. Then move the first two sliders under "Aviation traffic" all the way to the left ("Airline" and "General Aviation").īut as DS20LA said above, you can certainly keep it turned on if you like, especially if you're flying on a server without very many people and you want to generate a bit of traffic around you. To turn off AI traffic in FSX, click the Options menu, select Settings, then Display, and click the Traffic tab. It's something that's technically possible for FSHostClient to do, but of course we wouldn't want it to because everyone in the session would be sending in their own AI traffic and it'd end up being complete chaos.
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The AI traffic generated by FSX is not sent to the multiplayer session, so you're the only one that sees them. Yeah, I'd imagine that most people will want to turn off all AI traffic before connecting to a multiplayer session, just so it's not confusing as to which planes are "real" remote players and which ones are just created by your local FSX so you have traffic flying around you. Ah, yet another thing I should have mentioned on the FSHostClient page - can you tell I was in a bit of a rush to get the program out?