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(→Using fgfs from the command line: Made the out dated instructions more up to date and hopefully clearer.) |
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First, for those who are very impatient and have a vague idea about what they're doing, the basic arguments to pass to fgfs for multiplayer are these; | First, for those who are very impatient and have a vague idea about what they're doing, the basic arguments to pass to fgfs for multiplayer are these; | ||
--multiplay=out,10,server.ip.address, | --multiplay=out,10,server.ip.address,5000 | ||
--callsign=anything | --callsign=anything | ||
where 5000 is the port number the server is listening on (which is 5000 for the official servers). | |||
If you for some reason need to specify which local port and/or interface FlightGear should use add the following argument: | |||
--multiplay=in,10,your.ip.address,portnumber | |||
where portnumber is usually 5000 and your.ip.address is the ip address of the network interface being used by FG to connect to the server - even if that's a local 192.168 type address. You can also leave your.ip.address blank. FlightGear will then listen on all network interfaces: | |||
--multiplay=in,10,,5000 | --multiplay=in,10,,5000 | ||
''If you are using fgrun, please note that fgrun expects you to enter a valid (non-loopback, i.e. not 127.0.0.1) IP address or hostname for the local network interface. | |||
'' | |||
Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems! | Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems! |
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