How did all this start anyway?

aeromed202

SOH-CM-2014
Just wondering, it occurred to me that I don't know how the freeware world of FS as we know it started. MS came out with Flight Simulator, a marvelous game in its own right, but when and how did users acquire the ability to create all the freeware we now enjoy? Was there built-in expectation of this phenomenon, were secrets leaked? Just curious.
 
It began with FS98, when Microsoft released the first Software Development Kit (SDK) with some crude tools...
 
It really 'took off' with FS4 in 1990 when MS released 'A&SD' (Aircraft & Scenery Designer). AFAIK versions before that were 'closed off'. Didn't take long before truckloads of freeware for FS4 became available via BBS and Compuserve. Didn't take long for me neither to buy A&SD ( still have it in my 'FS museum'.. ) and get cracking. The first thing i created and uploaded was a sound file for the first freeware DC-3 by John Kelley which could only be flown with the default Cessna 172 panel and sound. We have come a looong way.. :cool:

Cheers,
Jan
 
I skipped FS98, so I first learned of it with FS2K. MS provided urls to a couple download sites right in the owners' manual that came with the sim. That was how I discovered all the forum sites too.
 
When this thread lasts long enough we will end up with "It started with version FS -2" :icon_lol: :icon_lol: :icon_lol:

Cheers,
Huub
 
When this thread lasts long enough we will end up with "It started with version FS -2" :icon_lol: :icon_lol: :icon_lol:

Cheers,
Huub

Since you asked....
Second generation (FS2 for Apple II, Commodore 64 & Atari 800)

<dl><dd>- 1983 for the Apple II</dd><dd>- 1984 for the Commodore 64 & Atari 800</dd></dl>
A screenshot from Flight Simulator II, showing the southern end of Meigs Field in Chicago.



With the release of a superior Flight Simulator for the PC, subLOGIC felt some pressure from their customers to backport these improvements to the original platforms, thus prompting subLOGIC to release a new version called Flight Simulator 2 version 1 for non-IBM compatibles. This version, like the Microsoft release, did away with wireframe graphics for solid colors, and featured real-world scenery (although limited to a few areas in the United States).
It was also this version (FS II) that introduced the whole concept of simulator add-ons, although not in the form it is today, as subLOGIC also included functionality to load additional scenery from floppy disks, thus making it possible for a user to virtually fly in his or her own backyard.

That was just for Huub's bnefit :icon_lol:

Now, for the whole scoop:
http://en.wikipedia.org/wiki/History_of_Microsoft_Flight_Simulator


More to the OP's question:
"With its many options and add-ons, yet still relatively tight "in program" integration and overall ease of use, the FS4 suite of programs presented a type of VR Toolkit for users with a flight simulator slant. While complex in some aspects, FS4 environment building options (including scenery and aircraft design) would provide an unsurpassed access to these activities for average users; an option, which in later versions of FS, was much less available and increasingly complex."
If you don't like reading,here is the video ( but with lots less information)
http://www.youtube.com/watch?v=ICb9ZXiD3q4

BTW, my 'history' started with subLogic's FS1 (TRS80), sL Generation 3 (Mac), MSFS 1.0. 2.0, 4, 5.0, 5.1 and then I gave up until FS9, FSX (often under duress)
 
So I was after not so much when a person picked up the habit/hobby whatever, but more how people were able to create and share stuff they made without infringing on patents, proprietary this and that. Did MS build in an ability for laypeople to contribute things?
 
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