Mission making shouldn't be this hard and it shouldn't be such a necessity in the first place. That's the point. I've done a few missions in IL-2 1946 and it's fairly hard, even with the limited scope of the FMB, to do a good mission. The last time I tried the FMB in CloD it was like all the bad stuff from the 1946 FMB with a whole lot of other stuff on top I had to learn that made it an even bigger pain.
I'm not begrudging having a powerful FMB, other flight sims and ARMA both come with one and people have used it to make some really cool stuff but those games at least came with some content out of the box. Some even come with dynamic mission generators of varying quality.
The way I figure it, if I have to learn so much scripting to get ANY content other than a lacklustre SP campaign and a few anaemic multiplayer maps, I may as well go ahead a step further and just code myself a flight sim. Hell, maybe I ought to do that, I can even sell it on services like Steam!
I'll call it PE-2 Petlyakov - Canterbury Fields. The graphics will be great and I'm sure you'll love it. The physics modelling will be up to the player but I'm sure that won't be a problem, it's not that hard to make with the physics model tools I'll include. Don't worry about the lack of documentation, I'm sure one of my loyal fans will write a wiki.
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