Ahem! Clearing the guns . . .
Yes, MS has said that they are now catering to the FS community, but they have said that on numerous occasions.
I place much stock in the FS franchise, simply because they have, in the past ten years, consistently delivered a product that tried to meet the expectations of the FS community. That community is as diverse and as complicated as any in gaming, since it demands complete dedication to the hard-core sim pilot, yet also tries to retain a sense of "availability" to those folks that aren't actually looking for the "as real as it gets" genre.
Those of us that truly want a sim that encompasses the most rigorous and intense aspects of being a sim pilot, versus those that want to just get their jollies by buzzing the tower, have been free to do so up until now.
However, I see that Flight seems to be aiming more towards the avid gamer, rather than the sim pilot in the last two installments.
Sure, we had some new features of aircraft manipulation in FSX, but the main focus was on the
look of the sim, rather than the
realism of the sim, which is a trend that I see continuing with Flight.
In 2007, I sent a message to the MS (ACES) team, asking that with FSX they develop a way to incorporate true VTOL capability, which has been a constant bother in every installment of FS. However, they instead focused more on creating dynamic scenery (which ended up being poorly written) than actually developing a new platform that would allow new types of engines and flight dynamics that would allow the 3rd party designers freedom to explore the aircraft designs that are currently being tested. As a result, we (as designers) have had to rely on legacy software that makes it very difficult to simulate the current aircraft systems in production.
This is the main reason I haven't worked on any aircraft project since the Angel 44. I refuse to work with a system that makes creating an aircraft that actually exists so difficult.
I started a V-22 project in 2004, but was disillusioned when I found that I couldn't create a true VTOL aircraft without extensive XML knowledge, so I scrapped it. It would have been a freeware project (I never will make payware products!), but I could not get it off the ground unless I actually
paid some developers to get their XML codes that would allow for true VTOL capability.
My hope for this newest installment is that we, as a community, are not forced to set our standards low, simply for the sake of selling to those that would turn FS into a game.
We want a sim. It is as simple as that. We want to experience the gamut of flying the aircraft that exist in today's world, and we want to have the option to fly aircraft that may exist in the world to come. Don't skimp us on the technical data in expense of the visual media.
I would rather have a sim that looked like FS9 that allowed me complete control of the system, than have a sim that reiterated the same functions again and again.
Yes, I ranted, but I think it's justified . . .