Multiplayer Carriers is a program that coordinates the start time of moving AI boats in Microsoft Flight Simulator X to enable carrier ops in multiplayer. This is similar to the previous release of Multiplayer Carriers, but is now rebuilt from the ground up and includes a new user interface as well as an option to specify a custom boat location XML. Happy holidays and enjoy your virtual flights!
Prerequisites:
Installation:
- Download the file below.
- Extract the files contained in the ZIP archive into a new folder.
Uninstallation:
- Remove the folder you created in installation step 2.
Features:- Time based AI boat synchronization
- Boat directions (bearing and distance)
- Intuitive user interface
- Option to use a custom location file
Usage:- Launch Multiplayer Carriers after Flight Simulator is open
- Coordinate with everyone else you're flying with and decide on a location
- Coordinate with everyone else you're flying with and decide on a time (make sure to enter it in UTC (Zulu), not local time)
- Go flying!
To request bearing and distance to the carrier, press Tab+Q.
To use a custom location list, run Multiplayer Carriers with the -xml:"URI TO XML" command line argument, where URI TO XML is either a local path or internet path to a locations XML file. Here is an example of a valid XML file:
<?xml version="1.0" encoding="UTF-8"?>
<locations>
<location name="Honolulu">
<title>CVN68_1</title>
<latitude>21.23333</latitude>
<longitude>-157.83333</longitude>
<heading>142</heading>
<throttle>60</throttle>
</location>
<location name="Cape Canaveral">
<title>CVN68_1</title>
<latitude>28.374</latitude>
<longitude>-80.476</longitude>
<heading>160</heading>
<throttle>60</throttle>
</location>
</locations>
Frequently asked questions:Q: Why is the time appended by Z? What is UTC?
A: In aviation, people use Universal Coordinated Time (UTC), also referred to as Zulu time, to reduce confusion amongst time zones. Multiplayer Carriers refers to all times in real-world UTC to avoid confusion when selecting the boat start time.
Q: Can someone join after a carrier is already moving?
A: As it's to be used in a free flight multiplayer session, yes, but the carrier will not appear in the same location for the newcomer. If you're midway through a flight and someone new joins, you must restart the program and create a new boat.
Q: Why does the carrier show in slightly different positions for different people?
A: Multiplayer Carriers only coordinates the time the boat starts moving. Because boat AI is created locally and has small inconsistencies, discrepancies can still occur.
Q: Why doesn't the HUD track the carrier in multiplayer?
A: If you're using the Sludge Hornet, Combat Hornet, FSX Blue Angels Hornet, or Royale French Navy TACAN gauge, this is a known issue with the gauges.
Q: Is it possible to have the PLAT camera or LSO views, as in the SF Carrier 2 multiplayer mission?
A: No. The custom cameras were implemented as part of the mission system, and are not available in free flight.
Q: Can I refuel? (This was possible in the multiplayer carrier ops missions by going to the lower deck or the tanker.)
A: Not with Multiplayer Carriers, but you can use Jivko Rusev's
In-Flight Refueling Gauge. This freeware gauge works in both multiplayer and single player free flight (as well as missions).
Q: All the available locations refer to CVN68_1. What's that?
A: It's the title of one of Javier Fernandez's USS Nimitz models for FSX Acceleration. If you don't have it, you can
get it here.
Q: Can I fly in a location not listed? Or can I use a carrier besides Javier's Nimitz?
A: Yes! Run Multiplayer Carriers with the -xml:"URI TO XML" argument (where URI TO XML is either a local path or internet path to a locations XML file) and it will load locations from the specified path rather than the default list. If you'd like to see a particular location in the default list, send me a message and I'll likely be able to add it.
Q: Will this work in single player?
A: Yes, although there are better utilities suited for such situations, such as
AI Carriers.
DownloadEdit (2014-12-30): Made small bug fix to prevent crash where the callback delegate was garbage collected.