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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Payware sales/Donationware profits

I'd suggest that any dev wishing to get into FSX modeling does some freeware first. Several other people have said that as well. Think of it as a two-way street: the community gets to test drive your vision for how aircraft should be built, and you get to evaluate how the community interacts with you and if you want to pursue that.

One good rule of thumb I use for determining if a particular project will succeed as payware: find something very similar that's been offered as freeware, and note how many downloads it's had. Then figure you'll sell about 1% that many. If you can live with that, then payware might be for you one day. ;)
 
Thanks to all those who have replied so far. Some thoughts regarding some of your posts.

1) I wish I'd never said payware, there's not a single part of me that ever intended to realistically release a payware product. I'm just sat here working my arse off on the latest assignment and I had a 'what if' moment :icon_lol:

2) Wozza, Anthony, your download figures are superb, and nothing less than I'd expect for such aircraft. Your donations however, absolutely stun me. Personally I havn't downloaded either aircraft (recently I havn't even got FSX installed, I like modelling for it more than I do flying!?) but I would have expected the donations be be more than that. Anthony at least you have some return on your time investment.

3) I always intended to do something that I wanted to do. I get bored easily if I get stuck doing something I'm not particularly interested in. Thus the amount of aircraft which I would actually enjoy producing is limited. If there wasn't a spitfire for example (well, 48 spitfires) that would be first on my list, or perhaps the hurricane etc. A PA22 is therefore out of the question!

4) If I do make something (it would be freeware, or perhaps donationware if it really was good enough (as judged by beta testers I would select) then I know exactly what I would make. Of course I'm not going to tell, that would spoil the fun.

I do have one more thought before I crack on again with this assignment. I believe myself to be a relatively competent modeller. I won't be as fast as 99% of users, but I take my time and believe that I produce good results. Furthermore, I enjoy it. Of course it can be frustrating, but compared to some things I adore it.

The problem is when I start dealing with FDE's/gauges etc. Even thinking about them makes me feel like I've just had a litre of valium pumped into my veins. Bearing this in mind, I wonder whether (and this is just a question, not a proposal) working collaboratively on a project would work. I know people like Milviz do this, i.e. they make models for other developers, such as the VC for the Iris Vulcan (and perhaps the external model, although I'm not sure). If I was to do this, my ideal 'setup' would be;

- Me modelling the exterior and interior, all animations etc.
- Someone else then taking my model and doing the gauge work
- Someone else taking the model and doing the FDE's.
- Someone putting a sound kit together.
- One of the above making a paint kit (I would if I can figure out how to make an easy paint kit. My texturing is trial and error at best :icon_lol:)
- The paint kit going to certain repaint artists (some on this site) who we know produce incredible work.

Of course each member of the team would share any potential plaudits, and all have their name in equal measure attached to the project.

Of course there are certain difficulties with such a system. The communication has to be good etc, i.e. it's all good and well me modelling gauges if the gauge maker can't figure out how I've done it etc. However it reduces the amount of project time for each person, and there is no pressure to complete the work quickly/at all due to the fact it is a freeware project. Perhaps the standard of each component would be high considering each person in the team focuses on their role.

Has anyone done this kind of thing who would be willing to share experiences?

Some of you are probably thinking 'this guy is taking his first freeware project a little seriously,' but I like to think I don't do things by half measures, and am just looking to get a good start.

:salute:
 
Skittles,

There are devs that hang out at the forums at www.fsdeveloper.com and also at www.freeflightdesign.net (or .org). They talk your talk, can answer questions concerning code, editing sound, airfiles, finding a team, etc. Great place and great guys. Wozza hangs out there, so its gotta be good.


Wozza,

Man, thats grim. Sorry for so few kind emails.

On the negative ones, I love the trash can. Angry critics are hilarious. 'and the dang rivets arent realistic! and there is no sound for the squeaks in the rudder pedals.. woots that about! and get this, in auto pilot, the nose comes up! Just because you are flying slow, the nose should never come up! thats rediculous.... '

smack....!
 
There's a reason I stay freeware....
Of course most of my planes no one has ever heard of before!:jump:
So payware wouldn't be the best business model for me.
Like others have already said, start freeware, get a feel for the market, don't think only of the money.
If you do decide on donationware, remember you are entering the marketplace, just like any company, or business does. So you may succeed, or fail, like any company or business. It called "Risk"
 
If I was to do this, my ideal 'setup' would be;

- Me modelling the exterior and interior, all animations etc.
- Someone else then taking my model and doing the gauge work
- Someone else taking the model and doing the FDE's.
- Someone putting a sound kit together.
- One of the above making a paint kit (I would if I can figure out how to make an easy paint kit. My texturing is trial and error at best :icon_lol:)
- The paint kit going to certain repaint artists (some on this site) who we know produce incredible work.

Of course each member of the team would share any potential plaudits, and all have their name in equal measure attached to the project.

Of course there are certain difficulties with such a system. The communication has to be good etc, i.e. it's all good and well me modelling gauges if the gauge maker can't figure out how I've done it etc. However it reduces the amount of project time for each person, and there is no pressure to complete the work quickly/at all due to the fact it is a freeware project. Perhaps the standard of each component would be high considering each person in the team focuses on their role.

Has anyone done this kind of thing who would be willing to share experiences?

Some of you are probably thinking 'this guy is taking his first freeware project a little seriously,' but I like to think I don't do things by half measures, and am just looking to get a good start.

:salute:

Id suggest you wait until you have the model 50 to 60% done before you bring others into the project
main reason is that the project will go through stages and you may have someone twiddling their thumbs for mths.Ive worked with other very talented ppl and it has a real advantage of learning new things as you as a team progress but at times it can get heated :D
Also another thing to consider is a few payware developers and/or distributors are always on the lookout for new untapped talent,so its possible that your first freeware project could be of interest so it pays to have some sort of $$$ split/deal nutted out early just in case ;) if others are involved.

Bill
lol yeah thats the big advantage of freeware ya just email em back with a big bold red font "DELETE IT THEN"
:)
Wozza
 
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