Current we as developers are experiencing a particular issue with L:VARS under multiplayer sessions.
When the model matching occurs and another 3rd party player aircraft has the same model as the user playable aircraft, for example user is flying Airplane FSREborn A.. and 3 multiplayer users are also flying airplane FSReborn A.. the model matching takes place and everything looks awesome..
Now, unfortunately lots of animations / status of the aircraft gets messy because L:VARS are not send and shared with the multiplayer session aircraft's.
What does this mean?
If the flyable users opens the canopy for example, all 3 multiplayer FSReborn A airplanes will show the canopies opened.. similarly if USER number 3, opens the canopy.. none of the MP users are aware he has done such thing and see him with the canopy closed.
This also occurs with other animations, or specific events.. such as, if you want to enable smoke and you use an L:VAR for example, L:SMOKE_ON.. if other users turn on their smoke.. the flyable user doesn't see it.. and if the flyable user turns on his own smoke, he will see all other users with the smoke enabled.
It would be ideal to find a way to synchronise these variables states with multiplayer users, so they become independent and react in accordance to what each pilot is really doing during their MP session.
I appreciate this can be a tricky subject and request for a flight simulator, but it is not something uncommon with many multiplayer games out there. For example with Call Of Duty each individual player guns, shooting and actions are independent and each MP user can see and appreciate what other players are doing. The equivalent behaviour vs MSFS would be that if the first person player jumps.. all MP players starts jumping..
By enabling a way to share a variable to be independent during MP sessions, many group flights and multiplayer experiences will be heavily enhanced.
We are not requiring to share all L:VARS.. just a few that are required to enhance the experience, so for example, Exits status L:VARS, Smoke L:VARS, some animations L:VARS.. and some visibility L:VARS.
Perhaps the quickest way is to put something inside gameplay.cfg, where you list the variables that are required to be shared / linked to MP status when model matching occurs.. and have a maximum number of them.. 10 to 15 would be more than enough in my view., maybe even less..
Open to other suggestions of course as long as it delivers the same results.
We use L:VARS in preference because the capability to debug these very easily via the model behaviours window under the "local variables" tab, we open this tab filter a variable name and we can see clearly not only the value but also how it is changing, etc.
As opposed to I:VARS or O:VARS.. which would isolated the variable for sure from affecting the other MP animations, however we are unable to debug these easily and we still would have the issue that each MP users would be unable to see what others are really doing.
Once again, many thanks for the time to read this idea,
All the best,