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Not sure how TWO video card makers illustrate your point...given that Nvidia and ATI service the ENTIRE PC games industry, (and both have been swallowed by the chipmakers.)...We've got FS9, FSX, X-Plane and FlightGear in peaceful coexistence so far, so why shouldn't it work if a completely new civilian flightsim entered the market?
After all, it's competition that keeps developers on their toes.
Just look at the video card market and you'll see what I mean.
My point is that that "tool" will come at a price. Anything FSX will have a connection to Microsoft. I highly doubt that they will give that away. Any model formats...gauge formats...etc. Obviously Aerosoft will sell products on a sim they create! My point is that there is no way MS will allow FSX content to be used without getting a piece of the pie...which you will pay for.
My point is that that "tool" will come at a price. Anything FSX will have a connection to Microsoft. I highly doubt that they will give that away. Any model formats...gauge formats...etc. Obviously Aerosoft will sell products on a sim they create! My point is that there is no way MS will allow FSX content to be used without getting a piece of the pie...which you will pay for.
Quote:Originally Posted by IanP
One of my least favourite people in the hobby did come up with a very good post, discussing making it modular and thus much more expandable and able to evolve.
Ugh, please no. This concept really screams for moneymaking.
I already shrieked when I saw FSX's shelf price of 70€s. But at least I got a ready-to-go, all-around package.
Now imagine the base sim for 40€s, and "detailed airports", ATC, "commercial aircraft", "autogen" modules at 20€s each. It would be one pricey nightmare to get an all-around package together.
Would somebody tell Mahijs that being color blind, I cannot read his code for registration. Being color blind effects 20% of the male population. I have a severe case. Could he just put the letters in black and white, unless having color perception is a requirement to register in Aerosoft's forum.
There were a few people discussing flight dynamics and also, more encouragingly, a few people talking about the difference a good weather engine would bring (that directly affecting flight dynamics).
One of my least favourite people in the hobby did come up with a very good post, discussing making it modular and thus much more expandable and able to evolve. That, in my opinion, would be very helpful. Then of course you have the pro VATSIM and IVAO types insisting that all ATC should be canned and their system used instead, the pro-photo scenery types saying that all the terrain should be photomapped... I think the problem with announcing the development of a sim so openly is that all the specific interest groups get to air their views, while those who just want an improvment on the status quo will always be more reserved and quiet. I'm also a little disappointed by those stating that it should natively support existing models (so they can use their FS9/X payware without further outlay). Make it easy to convert models by developers, certainly, but using Microsoft's proprietary code? Not a good idea.
That said, I do hope they go ahead with it, I do hope it's a success and, if it is developed in a modular format, there's nothing stopping the niche markets (or less niche, such as combat) developing alongside the central core. They've got an opening to do something very good here - I hope it works.
You know what would be cool?
This may have been mentioned already, but compatibility with FSX/SP2 addons would be awesome.
'Compatibility' is exactly why FSX came out of the box as "terrible" (for lack of a better word) as it did.
We would have a much better & cleaner FSX if Microsoft designed FSX 100% completely.
However, everyone screamed "backwards compatibility!" & thus some of the new things Microsoft wanted to put in were either discarded or implemented unfinished.<!-- / message -->
Gera, you read my post wrongly. It is a BAD idea to have FSX add-ons inside any future sim. Why? Because of licensing costs for proprietary code. Because of the fact that as Panther says, trying to keep backwards compatibility is what kills every new version of MSFS. FS is the only game (it is a game - don't pretend otherwise) that I know, of the hundreds that I have played, where they try to keep backwards compatibility. As a result, you never move forwards and you end up with nobody happy because you just break everything and end up with an almighty mess. It's much better to have a new compiler that will allow you to recompile existing gmax/3DStudioMAX and possibly FSDS (although I doubt that) models into the new format. Certainly MS's scenery system needs killing off anyway, it's far too limiting. Sloping runways aren't a "nice to have", they're essential in the real world. You find a completely flat runway and you're in a very rare place indeed. Likewise, we're having to use the FS2002 SDK to develop custom ground textures for airports for Pete's sake! It really is time to redesign that entire engine. It's way past its sell by date.
Sorry to all the people who want to keep XP/DX9, but if you want to use an old OS, you get to use old software on it. That means FS9 and X. Again, technology and support for new functions have left DX9 a long way behind. By all means make it work on Linux or Mac and avoid DirectX altogether, but don't limit it to repeat and be constrained by software that is pushing ten years out of date.
Ian,
A good point. I hope they do not use DirectX. What a mess that was. Using OpenGL would enable them to do versions for Mac and Linux. Awesome awesome...
Many other games that have incredible environments do not use directX and have superior frame rates.
A compiler is a very important component to a sim. The FS9 compiler, in older days with slower technologies would take 20 to 25 min's to compile a model. Then, the compiler would do goofy things, like weld vertices together that are under 4MM in distance, (on the interior model only. the exterior didnt suffer this, oddly, and its the interior where you need to make small parts, so go figure).
With the latest FSX compiler, you can compile models in the blink of an eye which makes it a brilliant compiler. But the process of tagging all the parts is crazy. Even the XML parts code. Way too much work. FS9 parts code was brilliant....
my two cents..
EDIT: X-Plane does not use directX and it has brilliant frame rates and tons of things that FSX has plus many things FSX does not have.
Bill