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The commands are of the form:

--multiplay=in | out,Hz,destination address,destination port

Below are some examples of startup commands that demonstrate the use of the 
multiplayer facilities.

For two players on a local network or across the internet:
--multiplay=out,10,,5500 --multiplay=in,10,,5501 

--multiplay=out,10,,5501 --multiplay=in,10,,5500 

For multiple players on a local network:
--multiplay=in,10,,5500 --callsign=player1

--multiplay=in,10,,5500 --callsign=playern

Note that the callsign is used to identify each player in a multiplayer game 
so the callsigns must be unique. The multiplayer code ignores packets that 
are sent back to itself, as would occur with broadcasting when the rx and tx 
ports are the same.

Multiple players sending to a single player:
--multiplay=out,10,,5500 --callsign=player1

--multiplay=out,10,,5500 --callsign=player2

--multiplay=out,10,,5500 --callsign=player3

Player4 (rx only):
--multiplay=in,10,,5500 --callsign=player4

This demonstrates that it is possible to have multiple instances of 
Flightgear that send to a single instance that displays all the traffic. This 
is the sort of implementation that we are considering for use as a tower 
visual simulator.

For use with a server:
Oliver Schroeder has created a server for multiplayer flightgear use.
The server acts as a packet forwarding mechanism. When it
receives a packet, it sends it to all other active players
in the vicinity (the server is configured to use 100nm by default).

Check out the server homepage <>
for the current status. You can either download the server for
some local use, or join the developers flying at the existing servers.
As with flightgear, the server is free software, released under GPL.

Pigeon <> has created a web page monitoring
two such servers, showing the traffic in a Google map environment.
See <>.

Options needed to enable multiplayer game with a server:
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002

--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002


--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002

Note that if every player using a particular server, such as one of those
listed on the Pigeon's page, needs to have a unique callsign, not
already in use on that server.

If you are sitting behind a NAT'ting firewall, then you need to forward
the incoming traffic on the firewall outer (visible to the internet)
address arriving at the UDP port you use (5002 in the case above)
over to your private LAN address. In this case, use your PRIVATE LAN address
as <myaddress>. Example (if your private LAN address is,
in order to play on

fgfs --multiplay=in,10,,5002 --multiplay=out,10,,5002
	--callsign=...UNIQUE callsign here...

If you and the server are in the same address space (i.e., both have a public
IP address or both are on the same private LAN), you hopefully don't need to
mess with any firewalls.

If you don't see other players playing on the same server in your flightgear,
check that you have followed the above router configuration guidelines.  Check
that you don't have any LOCAL firewall running on your computer preventing the
flightgear network traffic flow.

Finally, use ethereal(1) or tethereal(1) to capture the UDP traffic on the port
that you are using, and see if you observe both incoming and outgoing packets.

It's a good idea to talk to the IRC channel #flightgear on
while flying on one of the public servers. Also, it makes sense for every user
on the same server to use the same weather setup, e.g., the real weather
METAR feed, selected by setting to true the real-world-weather-fetch and
control-fdm-atmosphere properties.

Further reading (a must if you have a problem):
[1] The flightgear server homepage <>
[2] The flightgear wiki multiplayer howto <>
[3] If everything else fails, ask for help on
the IRC channel #flightgear on