Re: The endless influx of low-quality, low-realism, quantity-over-quality aircraft into FGAddon
Erik Hofman <[email protected]>
| Newsgroups | gmane.games.flightgear.devel |
|---|---|
| Message-ID | <[email protected]> |
On 5/27/26 14:02, David Hudach wrote: > But the turnoff is the mere suggestion that unless you can do this, your > ideas are not welcome, no matter how much "non-commit" effort you've put > in, or how much airplane or other knowledge you have. Correct me if I'm > wrong, but not once in this or any discussion have I heard a "real" > contributor say, "that's a great idea, let's work together to code it > up." I've seen plenty of "here's where and how YOU can commit it." But > otherwise my overall take is that the atmosphere for input is less than > welcoming unless you've passed the "commit" test. That probably depends on whether it is core code FlightGear (C/C++) which has a bit stricter policy, Nasal (a bit less strict) or work with an aircraft developer. I, for one, have handed over complete development of several of my aircraft to developers so that could extend it to level I was never able to (the F-16 is notable). Erik -- http://adalin.com High performance audio scenegraph and sound simulation.