They are not making a flight sim guys, they are making an engine that will support add on modules and their creation with a suitable level of realism. The whole BoB part is the sidekick for now, the big news is the engine that will allow it to expand really fast once people come to grips with it. If 3rd party developers come into it, heck i don't mind if they are payware, we might be getting 1-2 theaters per year based on this...Vietnam, Falklands, the list is endless if the engine is good enough and as open as they say it is.
It's one thing to have 10 planes in a historical context and have them interact with each other, but it's quite another thing to give the community tools to integrate new stuff in the sim, like map making tools and flight model tools, while at the same time preserving the high fidelity of it all.
Imagine a wind tunnel tool where you can import a 3d Model of your newly created flyable that was missing from the sim. You also input the engine and wheight data and press "calculate FM". After 2-3 hours running tests on a suitably fast quad core you have the flight model for that missing aircraft. Then you submit it to them for quality testing and adding a damage model. Or maybe there's another tool where you can mark areas of the airframe according to their material and it runs some engineering and virtual stress tests to calculate it. This is still a fantasy, but things are moving that way and Oleg's team is the one that's on the spearhead of such developments.
That's why it takes so long, this is not simply a flight sim. It's a flight sim software development kit/operating system with an included module as a bonus.
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