13.02.2015 Views

OPERATIONS MANUAL

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Simulator Handling<br />

Boost Server:<br />

There are three selectable network tasks:<br />

• Main client<br />

• Main server<br />

• Boost server<br />

In the main network, one Precision Simulator is the main server, and all other<br />

Precision Simulators are main clients. Aerodynamic data are transferred from the<br />

main server to the main clients at 5 Hz. Flight control inputs and other controls<br />

are transferred instantly and in any network direction, but only when a value has<br />

changed. By this technique, data traffic is very low, and the simulated aircraft can<br />

be manually flown even via the Internet. To achieve frame rates higher than 5 fps<br />

at the other end of the network, the Precision Simulator clients do not extrapolate<br />

the incoming data; they just run the same aerodynamics model the server runs. The<br />

model is deterministic, based on instant flight control inputs and known atmosphere<br />

data. Therefore, the clients need not estimate any vectors; they know the vectors,<br />

and accordingly generate their own aerodynamics sufficiently fast for frame rates up<br />

to 72 fps. There are minor fluctuations, but the synchronization at 5 Hz is fast enough<br />

to compensate them before they become apparent to the eye.<br />

What the server sends to the Precision Simulator clients, is also sent to add-on clients.<br />

Now, for external scenery generators or motion platform drivers, the data rate of 5 Hz<br />

is too low. The boost server solves this problem. Add-ons may, as usual, connect to the<br />

main server on port 10747; however, they can also connect to a local boost server on<br />

port 10749. The boost server sends aerodynamic data at rates up to 72 Hz.<br />

Do not send boost server data through the Internet. Every main client at the other<br />

end of the Internet connection can be used as a boost server—locally—to drive, for<br />

example, an external scenery generator (boost client) at high speed:<br />

User A<br />

Precision<br />

Simulator<br />

SERVER<br />

Boost<br />

server<br />

Local<br />

network<br />

of user A<br />

Boost<br />

client<br />

Internet<br />

User B<br />

Precision<br />

Simulator<br />

CLIENT<br />

Boost<br />

server<br />

Local<br />

network<br />

of user B<br />

Boost<br />

client<br />

— Page 83 —<br />

For preview only. Not for sale. Many pages are intentionally removed.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!