Is multiplayer doubleheading posssible?
#1
Posted 16 October 2022 - 05:03 PM
Does anyone who work with the code know if it's possible to do? Would the simulation support it or would it crash the moment the trains join togeather because of an error?
Have anyone else wondered the same or tried it yet? And if so, what happened?
#2
Posted 17 October 2022 - 10:55 PM
#3
Posted 18 October 2022 - 02:06 AM
Weter, on 16 October 2022 - 06:18 PM, said:
Thanks Weter for the allusion.
Our multiplayer experience on this has always been inadvertently, two trains have been coupled or collided due to some circumstance such as failures in the paths.
When this happens, the two trains come together logically and one of the players must undock (F9) and they must retake control of the train.
In our experience, when this has happened, unfortunately the server seems to lose sync and the game becomes unmanageable and the server has to be restarted.
I hope the opinion is helpful.
On the other hand, we are now testing the multiplayer with activities and changing the train players within the session.
Best regards
Pedro.
#4
Posted 18 October 2022 - 05:39 AM
#5
Posted 18 October 2022 - 06:00 AM
#6
Posted 18 October 2022 - 06:06 AM
Another multiplayer question is wether or not there could be two players co-oping on one locomotive as engineer and fireman in future? The owner of the train could delegate the firemans controls to another player coming aboard through means of a train menu of sorts?
#7
Posted 18 October 2022 - 08:44 AM
Quote
Yes, it WAS declared as one of development plans for ORTS's MP concept.
Also, it would be very interesting and prototypic, as double traction by steamers was always not automatic, rather with DMU/EMU control.
Engineer of leading locomotive used special whistle sequences for letting trailing loco's crew to know, what to do. Well, both crews knew very well trck profile and maintained following strict rules about driving every type of trains (consistence, mass, etc.)
#8
Posted 18 October 2022 - 08:50 AM
Jonatan, on 18 October 2022 - 06:06 AM, said:
I see I couldn't explain well. It's not a code limitation, it's an unavoidable architecture limitation. The two players operate on two different computers, which communicate through the server. Computer communication introduces delays. So the changes in forces to the train, due to the commands of the two players, are out of phase. But I'd be happy if someone could deny what I have written, by providing working code for this feature.
#9
Posted 18 October 2022 - 08:56 AM
Only real known issues I've witnessed in those sims are graphical glitches like jittering and the like, only times something realy bad happens is if there's a serious delay or high ping but those problems are universal to all online games.
I think it should be possible...
#10
Posted 18 October 2022 - 10:16 AM
By the way- ideally we would have the ability to manually select which sets of locomotives in a train are controlled by which Player / "crew". For example, on Mullan Pass in the USA, the normal practice for heavy trains ascending the grade is that trains will have 3 sets of locomotives - front, middle, and rear. The rear locomotives will be DPU's controlled by the crew at the front of the train. The middle/mid-train locomotives will be operated by a separate crew. This takes lots of careful train handling, but the crews manage to do this multiple times per day, usually without issue :)