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Hey All,

Interesting thread :->

Hey Crashaz,

Nice historical look at where the franchise has been and where it is going. Just wanted to comment on one thing:

Those that have been around long enough know what the wait time is between versions of FS. Does one really think that in the past... they finished a version and started working on a new version?

After a month or so of decompress time, pretty much that's exactly what we've done in the past and currently. For awhile there we were cycling back and forth between doing FS and CFS releases (with some team members working on just one product, while others were working on the other product, and some of us floated back and forth as needed :-> ). Not to mention time spent developing service packs, etc after each of those releases (and no, those things still don't develop or test themselves :-> ).

I'll grant you, there has been some turnover over the years, but that's actually fairly common at MS (one of the advantages of working someplace with so many different products/projects being developed, you get bored working on one thing, you can move to a different department/team and do something different for a while :-> ). At the moment, counting myself, there are 4 developers (hope I didn't miss counting anyone) on the team that trace all the way back to pre-FS95 days at BAO in Champaign IL; of those, only 1 has been on the team the entire time (and its not me :-> ).

There are at least another 10 to 15 folks who can trace their time on the team back to the FS95 or FS98 timeframe (this includes folks on the art team, test team, management team, and the development team), although again, not all of these folks have been on the team continuously. Our current studio head, Shawn, has been around since FS95 (I believe he was a PM back then).

The team is much bigger now than it was back in the early days (I think right now, we have more folks just in developer/coding based jobs than the entire production team (ie all job titles) for FS95, granted that's counting folks working on all 3 current products - FS, TS, & ESP (which is where I am these days)).



Oh, and just to add a couple of additional points to your section on What has FSX accomplished:

- Added the SimConnect API to the sim engine and the SDK (first time we've had a documented external access API included directly in the SDK). Is it the be all and end all for all addon developers? Of course not (we can't anticipate everything you guys (and gals) are going to attempt to do :-> heck, I've run into a few things myself that made me say, "how the heck did we forget to include that in SimConnect" :-> ), but its certainly a good first step in the right direction (compared to previous SDKs).

- Added the new mission system to replace the previous ABL (Adventure Basic Language, or A Better Language :->) based system, which itself was a replacement for the older ADV (Adventure) based system. Again, was everything implemented perfectly? I'm pretty sure anybody who has used the Object Placement Tool to create missions will agree with me its far from perfect :->, but again, its better than what was included in previous SDKs.

Tim
http://beatlesblog.spaces.live.com
 
Nice input Tim, good to see you around!

I get the impression SimConnect has more of a role to play with the sim that is fully realized by us at the moment
 
SimConnect plays a very big role.

Think of it as:

FSX <--- SimConnect <---Your favorite FSX external product (ie Accusim, etc)

So SimConnect plays a huge role in allowing these systems simulations like A2A's Accusim, probably all of the FSX weather simulation applications out there, and I am thinking FSx Passenger.

SimConnect.... allows one to take simulation to a much more detailed level.




On another note Tim... in another thread, the Avsim 2009 Convention was announced... Wright Patterson in Dayton OH Sept 5,6,7..... a relatively short drive for you so I am looking forward to shooting the bull and talking shop. :ernae:
 
Hey Crashaz,

Yep, definitely plan on being in Dayton that weekend and looking forward to meeting everyone else that can make it. FanCons are a lot of fun, I usually don't like being in largish crowds, but have never had that problem while at one of these types of events (both the current AVSim ran ones (and thanks guys, we appreciate it) and the MicroWings (I think that was the name of the mag) ran ones), always a great bunch of folks.

And if you can't find me anywhere else, I can usually be found several times a day in the designated smoking area (or my car if its raining :-> ), just follow your nose :->.

Hopefully I won't have to keep ducking into a side hall and code up fixes/code review other's fixes like I did at the 11/07 DevCon/FanCon out in Seattle (we were RTMing ESP v1 at the end of the following week :-> ).

Tim
http://beatlesblog.spaces.live.com
 
Tim,
Nice! Yeah I was there for DEVCON and FANCON and do remember you popping your head in and out of presentations. I was part of that designated area underneath the driveway at the hotel and also got you a seat at our table at the banquet along with Martin Wright and others.

I'm easy to remember.... I am the guy still building scenery for CFS2 and always takes particular care in lobbying for another CFS .:costumes:


For Everyone else:
If you are interested in what SimConnect can do... and you have some coding skills... check out Tim's blog.... just happens to have an article right on top with a SimConnect sample. :wavey:
 
If Apple suddenly made it very difficult to make Apps, changing codes, changing graphics formats, having to flip things, get new graphics programs, new code compilers, new this, new that, then all those guys that made Apps originally would disappear except for the hard core dudes with investments in this.. (no longer fun, type of thing).
As someone who works for a software company which has been developing cross-platform apps for Windows, Mac OS and Unix for over 15 years I can tell you that Apple are by far the worst example of changing the underlying platform and tools than any other. The reason why those who have stayed in it with them for any length is mainly because of their fanatical addiction to the Mac.

Jeff
 
Well said, Jeff. I worked with Macs for years, and I can tell you: don't believe their ads. Macs got problems a'plenty.
 
I have both FSX and FS2004 on my PC and both are running quite well. Nevertheless I still make repaints for FS2004 and not for FSX. This has nothing to do with the quality of FSX. And I even consider FSX a quite logical step for MS to take after FS2004. For me personally there are two reasons why I haven't done many FSX repaints;
  1. the main reason is the fact the aircrafts I like to repaint do not exist (yet) as native FSX model (Or I consider them too expensive);
  2. it is too complicated to make a full FSX paintkit from scratch.
For any FS9 aircraft I can make a reasonable paintkit without alphas in 24 hours (real time). Depending on the texture layout, but it will take several hours to complete the necessary alpha layers. Like I make my own paintkits in most cases, I would like to make my own bumpmap as well, which most probably will take the same amount of time as the complete paintkit.


Cheers,
Huub
 
I had been developing since FS98 and had gone through all the learning curves, kluges, tweaks etc., from version to version. With FSX I hit a brick wall trying to port my creations over and gradually realized it just wasn't fun anymore. Perhaps it's easier to build from scratch for FSX using the prescribed tools, but coaxing a port of my existing FS9 models to FSX with my toolkit (FSDS, etc.) just turned out to be too much for me as a hobbyist, so I "got off the bus."

I fly FSX from time to time -- it truly is a beautiful sim -- but I favor FS9 'cuz that's just where all my toys run best in.

- dcc
 
and BOY do we sure miss your Lightnings in the sim!:wavey:

Heck I move over to FS2004 during RTW just to use it!:kilroy:
 
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