SSW skunkNET officially distributed for P3d v 4.2 or later
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Thread: SSW skunkNET officially distributed for P3d v 4.2 or later

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  1. #1

    SSW skunkNET officially distributed for P3d v 4.2 or later

    SIM SKUNK WORKS, after months of works, is proud to present the skunkNET, the SSW multiplayer environment.
    All you need to know is in the skunkNET site
    http://www.simskunkworks.com/skunkNET
    However here a little abstract on what skunkNET is below:

    skunkNET is an high performance peer-to-peer multiplayer system for Lockheed Martin’s Prepar3D and Microsoft’s Flight Simulator X (WIP for FSX).

    It has been developed by Sim Skunk Works with the specific goal of providing a multiplayer environment for formation flight and combat simulation.

    It incorporates several new technologies, which have been developed to provide a smooth flight, without sudden lags or jumps caused by bad or slow internet connections. A Kalman filter is used to estimate the airplane position and the network latency each frame, and a new control system is used to provide smooth, jitterless airplane movement in the air.

    Thanks to a scaling method, skunkNET bandwidth consumption is extremely low. Data rates are decreased with relative distance, so that airplanes far away have very little effect on your connection speed.

    skunkNET is completely free, and is available 24/7 on Sim Skunk Works server. A simple registration is required to receive a user ID that will allow you to connect to the skunkNET network and use skunkNET with your friends for formation flight. With skunkNET's account, you will be able to connect to vACMI, Sim Skunk Works weapon engine.

    Together, skunkNET and vACMI provide the ultimate multiplayer combat flight simulation for P3D/FSX. You will be able to use your airplanes to shoot missiles, use guns, and drop bombs, causing real damage to other airplane and ground targets. Such targets can be both real players, connected to skunkNET, or AI objects, providing a full combat simulation.
    http://www.simskunkworks.com/store/images/ssw_sig.png

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  3. #3
    Thanks the information! I registered, and look forward to trying it NC

  4. #4
    I also registered as this sounds really good. In my usual online group we have different platforms, P3D v4, v3, and FSXSE and Accel. So far we used JoinFS and at least we could all see each other through our different platforms but lag was an issue when being very close. You mention FSX is still WIP. Any estimate of when it could also be available for FSX?

    Also are carrier ops with AI carriers possible in skunkNET, and if so how? Still waiting to be authorized into the support forum so not sure if these questions are answered there.

  5. #5
    Quote Originally Posted by Dimus View Post
    I also registered as this sounds really good. In my usual online group we have different platforms, P3D v4, v3, and FSXSE and Accel. So far we used JoinFS and at least we could all see each other through our different platforms but lag was an issue when being very close. You mention FSX is still WIP. Any estimate of when it could also be available for FSX?

    Also are carrier ops with AI carriers possible in skunkNET, and if so how? Still waiting to be authorized into the support forum so not sure if these questions are answered there.
    Guess your account at skunkNET forum has been activated now.
    We do not have date for the FSX version, however we will do it.
    skunkNET is still WIP, actually we are focused on P3D v4 to enhance vACMI integration and to provide sharing cockpit.
    About carriers, operation capability is linked with vACMI, actually 2 VSTOL a/c carriers are implemented, but more can be easily added.
    The FSX version of skunkNET won't have vACMI support since vACMI for FSX developing was stopped 1 year ago, skunkNET for FSX will provide basic support only.
    At this stage of development using skunkNET and vACMI in multiplayer one can do both following air-to-air and air to ground operations:
    - air to air: one can use both gun and missiles against a live target such as another player, it will suffer damage (fire and engine seizure) or not pending on vACMI server operation mode
    - air to ground: one can use both gun and other weapons against ground targets that can be dynamically constructed, if the target is hit it explodes with different type of explosions pending on target class and shows a damaged model of itself, several target classes are available others are WIP.
    - naval/ground convoys can be made and routed along a planned track to be used as targets
    - also ground to air defences enter in play with SA-2 SA-3 AAA sites that are active against aerial targets, IFF codes are used to identify friend or foe targets.
    All above needs skunkNET and vACMI connected with vACMI server into a combat zone, however most of the features above are also available in single player using vACMI as a standalone module.
    For further info please visit the skunkNET site.
    cheers
    SSW
    http://www.simskunkworks.com/store/images/ssw_sig.png

  6. #6
    Account is activated indeed. Thanks!

    Noted about FSX, we will just wait. We are actually not much interested in the weapons side of things so we will not be using VACMI, unless we would like to experiment with AI carriers on line. Our main interest with this is to be able to fly close to one another lag free. However we will need to wait for the FSX version as not all of us have P3D.

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