Fortunately, a flight simmer only needs one instance. A gaming situation may be different. Air traffic could be handled by a different interface that doesn't need flight modeling if one feels driven to add such. There's a fellow doing that sort of thing for X-Plane already. That said, I have no desire at this point to use JSBSim's network layer, and if I compile my own version of the .DLL, no reason to. The trick is to make sure that the core of my version is the same as the DLL that Anteworld uses, with the exception, of course, of the cockpit interface code that I add. That way things should mesh smoothly.
Let's compare. I'm using what's listed as the latest current stable version: JSBSim 1.0 RC2. The only changes I made to compile as a .DLL were to reconfigure my Visual Studio solution to produce a .DLL, excluded JSBSim.cpp from the build, and added XML_STATIC to the preprocessor definitions. This will build successfully. By no means am I an expert at this, I used and extended Bill Galbraith's excellent writeup on compiling with VSE 2008 (attached). If there are other changes, I'm certainly interested to learn and incorporate. As JSBSim is open source already, this gives a powerful tool to Outerra devs!
So, at what point do you think Outerra development will begin using the "unwrapped" DLL, Angrypig? That's when I can begin testing my own modifications, and I'm eager for that, naturally.