Quote:
Originally Posted by whatnot
One thing I don't understand is that why should realism of say flight controls and usability / gameplay be mutually exclusive. Just tone them difficulty settings up and down. I do agree that for example realistic startup procedure or very complex engine management is not everyone. A casual gamer which creates majority of the gaming audience wants his point & shoot experience with quick rewards, but the simming crowd should not be underestimated either. They're (we're I guess =) willing to invest hundreds of dollars into their hobby and I as one love the details and the idea that the flight procedures and experience is as close to the real thing as possible without actually sitting in a warbird. (Ok, you can downsize oil temp rising etc =)
The closer SOW gets to realism the more customers it will extract from the dying(?) FSX scene. It's a resource question ofcourse, dev team can't do everything and get the game released in 2011 but underestimating the potential of customers who are ready to pay ~50$ for a single high-quality plane like A2A's accu sim packages can be a mistake too. But I hope Oleg has created an engine that's open and complex enough for 3rd parties to create whatever level of detail they see fit.
I'm looking forwards going through a thinck manual, monitoring million cauges and clicking billion buttons on my bomber flight in SOW! 
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Ha ha ha "thick manual"? The last time I saw a printed manual was with EAW which is a wee bit in the past.......if we are lucky we will get a pdf - file, but a manual I highly doubt.