• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Flight Sim World

Whats nice is that people get updates on Steam about FSX Steam Edition, <cut> .... If you dont mind making only 40% on your work and waiting 3 months or more, then you are ok.
We ARE the flightsim-DEVELOPERS right? We have already proven - and do know "how-stuff-works-under-the-hood" right?
So now - I find myself asking: "Why do we - as developers, content generators - still allow ourselves to be told (by 3rd parties):
- how we want to deliver our own products?
- how much %profit of our own hard work we should? must? give away to:
-> the customers simulator builders?
-> our customers software-distribution platforms?
in order to get our content into the customers computers and simulators so they can enjoy it?

Lets sum op the facts over the past decades and flightsim-platforms:
- We can write our own installers,
- We can write our own manuals,
- We can begin our own distribution websites?
- We can do our own tech-support,
So why do we still need the 2 extra introduced layers overhead in the middle for?

What is stopping us from delivering our content, through our means, against our price-tags directly onto our customers computer platforms? in order to give our customers back the choice:
- from where they want to purchase our software software.
- how they want to install our products
- paying our price-tag on their own computers?

I think we should ask the questions:
- wether we want to be forced distributing our products directly to our customers,
- cutting out 2 "man-in-the-middle" / layers of overhead (DTG and Steam)?
and start dealing directly with our customers again?

What are your thoughts/ opinions about this new approach of delivering your content to your customers?
 
Someone uploads one of your freeware items to DTG without your knowledge or consent. Now DTG gets to do anything they want with your work.

One would assume DTG would have to cease and desist as soon as you ask them to, seeing as it's your IP there that you haven't consented to be released on DTG.

"Why do we - as developers, content generators - still allow ourselves to be told (by 3rd parties):

Because lawyers are expensive and don't help much when you agreed to a contract saying what you need to do.
Granted, if devs by and large ignore FSW.. that is going to impact DTG commercially.

- wether we want to be forced distributing our products directly to our customers,
We don't want to, but neither do the European devs want to collect VAT on different rates. It's immaterial, those are the rules. We have to play by them

- cutting out 2 "man-in-the-middle" / layers of overhead (DTG and Steam)?
I guess it will in the end depend on what is the actual meaning of "official addon". If they will say users can only install official DTG addons, we're pretty much screwed here (except for ignoring FSW altogether, which I expect many would do).
If it only means that we can only say FSW compaitibie instead of FSW official... then there's very little practical difference.

What are your thoughts/ opinions about this new approach of delivering your content to your customers?
The distribution model itself is extremely practical. If it was just the Steam cut, I think it would make good sense to use it. However with Steam and DTG cut taking more than half of the income away, it's just not commercially feasible anymore I think.
 
We ARE the flightsim-DEVELOPERS right? We have already proven - and do know "how-stuff-works-under-the-hood" right?
So now - I find myself asking: "Why do we - as developers, content generators - still allow ourselves to be told (by 3rd parties):
- how we want to deliver our own products?
- how much %profit of our own hard work we should? must? give away to:
-> the customers simulator builders?
-> our customers software-distribution platforms?
in order to get our content into the customers computers and simulators so they can enjoy it?

Lets sum op the facts over the past decades and flightsim-platforms:
- We can write our own installers,
- We can write our own manuals,
- We can begin our own distribution websites?
- We can do our own tech-support,
So why do we still need the 2 extra introduced layers overhead in the middle for?

What is stopping us from delivering our content, through our means, against our price-tags directly onto our customers computer platforms? in order to give our customers back the choice:
- from where they want to purchase our software software.
- how they want to install our products
- paying our price-tag on their own computers?

I think we should ask the questions:
- wether we want to be forced distributing our products directly to our customers,
- cutting out 2 "man-in-the-middle" / layers of overhead (DTG and Steam)?
and start dealing directly with our customers again?

What are your thoughts/ opinions about this new approach of delivering your content to your customers?

You could always develop for P3D v4 instead.
Expletives aside it is way way ahead of FSW. Rain and snow that change direction and angle according to wind. Seas that get rough in high wind autogen to the far horizon etc. Apart from the fact that it is a complete simulator not a bit here and there with vital parts missing as is FSW.
 
(except for ignoring FSW altogether, which I expect many would do).

What?! Ignore them?! I am shocked, SHOCKED?! Next you will tell us that, despite LM's admonishment, folks are using P3D for "entertainment"!

(whoah…all that sarcasm made me a bit dizzy…I'd better lay down for a while) :D
 
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Careful now .... The first rule about Fight Cl...... Prepar3d Developer Network is we don't talk about PDN.

See:http://www.prepar3d.com/Prepar3D_DNP_Agreement.pdf Section I paragraph g.

Developer shall obtain LM's review and approval prior to the issuance of any press release or other public announcement concerning the existence or subject matter of either this Agreement or Developer’s participation in the Program.


:eek:
 
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