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]>
You'd have to define "realism" first, but the important point is 
Conway's law. In terms of my definition of realism, artificial traffic 
influeces downstream user expirience.

Keith

On 24/05/2026 13:46, David Hudach wrote:
> I wouldn’t say others could care less about what you are working on. 
> But aside from that, isn’t there a common goal, a desired end result 
> whether stated or not.  I think that is the point. What is your goal 
> in your area? Is realism a consideration?
>
>
> On Sun, May 24, 2026 at 2:09 AM Keith Paterson 
> <[email protected]> wrote:
>
>     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
>
>
>
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