Re: The endless influx of low-quality, low-realism, quantity-over-quality aircraft into FGAddon
Keith Paterson <[email protected]>
| Newsgroups | gmane.games.flightgear.devel |
|---|---|
| Message-ID | <[email protected]> |
On 22/05/2026 23:04, [email protected] wrote: > On 5/22/26 1:09 PM, David Hudach wrote: >> I guess I look at it this way. If the intent isn't to make FG a >> realistic flight simulator, then why put all of the time and effort >> into realistic scenery, live weather, accurate instrumentation and >> data (GPS, VOR, etc). Why not just call it a game and be done with >> it. Why put in all the work to model the real world on just about >> every level except for the actual airplane itself for which FG exists? > > it seems to me that the separation between the (ad hoc) development > groups is not known to you... if it is, you seem to be, somehow, > glossing over it... > > first we have the ""world simulation team" that has developed the > world simulator... then we have the various "craft simulator teams" > that develop the various craft they decide to work on... each team > works to develop their chosen area to some level of accuracy... > > all the teams work together with the "world simulation team" so their > craft can operate properly within the world and the "world simulation > team" works with the "craft simulation teams" to help make the world > easier to interface with for the craft to work properly... sometimes > this means adding new routines... sometimes it means deprecating old > methods and introducing new ones... > I was reluctant to pitch in, but this post really agreed with my view. Basically I am "Team AI/ATC". Maybe we should ne more aware of Conway's law a bit more. Like you describe it we have more a bunch of teams than a single organisation. Each team has their own goals in my view. Mine is to improve the AI/ATC, which others couldn't care less about. Keith