Just to make things a little easier to grasp:
The FShost does NOT generate a lot of traffic. It will also NOT be overloaded too quickly. This is because of how the protocoll over which the flightsims communicate with the server/each others is designed as follows:
When one connects, his position is transmitted to the server only every 256 ms right now. This means that is a hit every 1/4 of a second, which implies not very much traffic (about 1k/sec per client)...
If two players fly together and they are as close as max. 10nm then the server will inform both simulators that they are close to each other and they should start sending their data to the other client. This is called P2P or PeerToPeer communication. Because of this the server does not have heavy load on its cpu and it does not have to do complex calculations. Also it implies that if people are flying at different places in the world (for example when different events take place) they will only be limited by their local bandwidth to have the game run smoothly when many people are together and can see each others. (distance < 10nm).
I hope this makes things a little easier to understand.
Of course I still want to do some testing on how the server load reacts to MANY people.
So it would be really awesome if there were quite a couple
of eager pilots trying to connect tomorrow for the stress test.

xaBBu