From P3d backwards in time, we see a common thread of procedures upon which the SDKs were built. We use familiar tools, and methods to develop scenery, objects and aircraft. We were able to fill in the blanks for some SDK omissions in the past. I'm afraid we may be in for a hard time with the new sim as the tools may be quite different. File structures and procedures may be quite different.
For example, "QMID" is the same for a number of the sim iterations. We know what it means and how to use it in our own tooling and scenery. This new sim may be so different, we may be lost without a very detailed SDK and access to tools. In particular, tools used by the developers may not be available to us, or may require an expensive investment, and a substantial learning curve, which locks out many 3rd party developers. Already in P3d we do not have tools for freeware object creation, although MCX helps here. Many of our favorite tools may not be adaptable for the new sim, such as ADE and MCX.
We are all aware that 3rd party development is what drove sustained interest in FSX and P3d. Most, if not all 3rd party developers started as amateurs creating freeware projects. It's vital to the success of the new sim to be as transparent and available as possible regarding tooling and procedures for developers right off the bat. This was the primary failing of MS Flight. The sim was free! But the door was closed to further development. No 3rd party planes or scenery.
End users want new aircraft to explore, and old favorites available. Some want favorite local airfields developed or updated. Some want greater terrain or environment development to give a different flavor to the default scenery, either on a local or global setting. This is what simming has become. It is not flying from a to b. It is not endlessly completing the same mission scenarios. This is where simmers put their money and time. This is what drives the purchase of new hardware and software, and drives spouses nuts. We do not want a 'perfect', all inclusive sim with nothing needed regarding scenery or aircraft. We need good 'bones' in the sim and the ability to improve the default elements.
These will be interesting times for the next few months. Communication about the sim will be difficult as Microsoft controls the communication, but they do not control the development. Everything will be filtered through the xbox insider people. And they are not flight sim people. As Kevin has noted, the old Aces team is not part of this sim. This is not part of the Flight Simulator legacy. That thread is broken here. This represents a complete break with our old methods and understanding. It is unlikely Simconnect or FSUIPC will be available. We have a whole new language to learn.
The message from Microsoft is that past mistakes will not be repeated. I'm not sure the project managers even know what those mistakes were. Yes, we want sloped runways and cloud shadows. But we do not want to wait 3 or 4 years for aircraft developers to start offering new aircraft, or for airport scenery developers to get me my detailed C59 at Lake Lawn. And if those managers don't know what C59 and Lake Lawn mean, they probably are in the wrong job. No one wants to wait 3 to 4 years for the developers to get up to speed with the tools and methods. And no one wants to wait especially if there are only 4 or 5 developers that can afford the tools, or have the necessary knowledge. Which is actually why FSDeveloper was started by Arno. A place to freely exchange ideas, methods and tooling, to keep the simming hobby alive by disseminating these thing for FS2004, FSX and P3d . And we've done a pretty good job as a community.
If Microsoft wants to prevent failure, they need to get
HERE, and right quick.