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]>
Sorry I knew it was a mistake to tea bag here. I'm a software architect. 
Conway's law states that the architecture of a system will reflect the 
organisation structure. Flightgear perfectly reflects this law.

Keith

On 24/05/2026 18:04, David Hudach wrote:
> Please state Conway’s Law as I’m not familiar. If we need to define 
> realism then maybe the discussion has no sensible purpose. I will say 
> that the goal isn’t perfection, just continuing to strive to model the 
> real world. I thought we all know that, hence realistic flight 
> dynamics, instruments and so forth.
>
> Thanks,
> Dave
> On Sun, May 24, 2026 at 7:24 AM Keith Paterson 
> <[email protected]> wrote:
>
>     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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