The problem with this new method, unless they are experienced with a computer a newbie or beginner is going to find all this XML stuff very difficult.
Birdman.
Ah.... I'm afraid this is where we disagree Bird. It's likely in many ways to make things a lot easier I think. At present the tools are still being developed and are in their infancy. But let me just highlight one or two things.
Can you or many other people program scenery in SCASM? Errr....no. For the very great majority of people it's a closed book. But you use FSSC and Airport that do it for you.
Can you or many other people program in XML? The answer is YES. We've all downloaded the Scenery SDK, plugged stuff into the formula that was given to us and beamed when our first object appeared in the scenery after annoyingly seeing the BglComp screen just keep flickering because we had errors (and I still get emails every week even now asking why people can't make BglComp work - so there's lots of people out there doing it).
So zillions more people have already got going with the fundamentals of basic XML scenery programming than ever did with SCASM.
But whereas we all came in after the bright people like Tom Hiscox and the Airport team and Derek Leung with FSSC had got their design tools that use SCASM pretty much worked out, we're now all just seeing the creation and development of the new ones. And I mean SceneGenX, which is the most complete one so far, AFCAD2 and Rwy12 that each do part of the job and others that I've not yet got around to trying.
But it's early days. No, they are far from perfect and they have a few bugs. Remember the problems we had because of the altitude bug in AFCAD and yes, SceneGenX is a bit tricky until you get used to it. But these are cosmetic problems that can be solved by cleaning up the coding and GUI and when they're done they'll eat Airport and FSSC for breakfast. And don't forget they had their own problems too - many of which are (or were) still being sorted with 'updates' to this day.
OK but now we come to the price that will have to be paid.
We'll either have to use default library objects, objects created by people 'cleverer than us' who have made them and put them into libraries or....and here's the crunch....we have to learn to use GMax - and only GMax - ourselves if we want to make our own custom objects.
Well isn't that tough - but what kind of scenery designers are we? Sorry - but let's face it, there's an awful lot of rubbish being created out there in FSSC etc that should never see the light of day beyond it's 'proud' creator's PC - let alone be uploaded. So maybe now the bar will be raised a little bit. The guys who have taken the trouble to learn GMax are hardly likely to create dross I reckon. And BTW - I'm one of the many who still has to make the effort with GMax. But boy, I know what it's capable of compared to 'easy' programs like EOD, and when I do I know I'll be creating stuff I'll be proud of.
And one last thing. We see constant moans and groans about program performance and FR and the need for more scenery 'realism'. The fact is you can't deal with these issues using SCASM based scenery. It's gone as far as it can go - the more realistic you make it, the more demands you make on the CPU and the bigger the FR hit. Look at KBOS and even my Kai Tak.
XML is how these things will be tackled. So, let's put our luddite instincts away, be prepared to throw away the old (because of the way it will hold us back more and more) and embrace the new with all its potential and possibilities.
After all, that's the way life is. Why should it be any different here?
Anyway, I'm now off to send a message to America using morse code and then I've got to nip down the shops on my penny-farthing. No, it's a bit chilly, I'll maybe take the Ford Pop. Wait a minute - the telex is just going - says something about buying a fax machine, although last week had a message saying don't do that because of some new-fangled idea called email whatever that may be
