Curtis L. Olson writes:

 > We do use a convension where odd numbered releases are considered
 > developmental, and even numbered releases are considered stable.

Except that all development stops on the even-numbered version as soon
as it's released, so bug fixes show up only in the unstable version
(which is usually more stable).

 > I think the biggest thing we need at this point is a full fledged gui
 > that allows us to change all the important things on the fly without
 > having to exit and restart with different command line options.

You can already do some of that with the new XML GUI support, but it
needs to be integrated with the drop-down menus and with an expanded
scripting manager.  Most of the building blocks are there now.

 > It would also be nice to have a couple more aircraft that are finished
 > from top to bottom including good flight model, good external animated
 > 3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
 > see something like a 737,

Building a 3D cockpit for a transport jet will be quite an adventure
-- in terms of runtime GPU overhead, it will be equivalent to having,
perhaps, 10-15 3D 172 cockpits on the screen at once.  Of course, by
the time we finish one, that probably won't be a problem for the GPUs
available.

 > ATC Flight Sims is sponsering Martin Dressler to build a really high
 > fidelity full screen C172-S panel.  This is initially 2d, but my
 > understanding is that these are easy to paste onto a 3d panel, right?

No.  Some of the 2D instruments, like basic gauges, are OK projected
onto a 3D surface, but levers and knobs just look silly.  The
background texture won't be used in 3D either, and I'll bet that
Martin ends up putting a lot of his effort into that.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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