Paul Surgeon schrieb:
What we really need are more aircraft developers who are willing to get
together and tackle a single aircraft like the MSFS guys do. They typically
work on an aircraft for about 1 to 1.5 years with a core team of about 4 to 6
people.
I know that the development time of the FLY!II Dauphin helicopter was
one year+ despite there was a team of several specialists working nearly
each day on the aircraft. When we did testing the last 6 months we
worked nearly every evening for some hours only for optimizing the stuff
which already was finished.
This is only possible if you have people who like to do *specialised*
work - one doing the flight-modell, one the 3D-stuff, one the art-work
(photo and paint) one for the handbook, dokumentation, etc.
I learned a lot about "the other world" of FlightGear, there is another
structure, not bad, but "alternative" - at least now.
And I understand that it is a lot more satisfying to develop the whole
stuff yourself, your "professional" work for money already is shared
into many specialized tasks, so one does not want that in his free-time.
However I think it's more to do with the fact that there aren't enough addon
developers in the FG circle mainly due to FG's lack of visual appeal.
X-Plane didn't have much of a following either until the graphics started
improving a lot. Once the eye candy started appearing the addon developers
started arriving in droves.
Paul
You are right and wrong.
One other very lucky thing was that Austin M. gave simple to use tools
to the users from the very beginning - Airfoil-maker, Plane-maker,
World-maker and simple Briefer tools (at least from version 5.x).
User could "click" their own aircraft designs and panels without big
technical background.
And one other big step forward was the "plug-in-system", very open for
developers.
I hope that having more simple to use tools might increase user interest
and development - but the masses will run into another direction because
of more eye-candy and comfort, let them go!
Regards
Georg EDDW
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