Lets face it.. .who can drive a GPL car straight out of the box?? Myabe
1% of the population.
Translate that to an F1 car, who could drive an F1 sim that was TOTALLY
realistc.??
This is what we want., but I feel will never get.. Why?? Because the mass
market can't use it.
Software developers are in the business of making money.. that is IT...
So, they won't go making sims for a VERY neche (is that how you spell it?)
market that won't sell, and won't make money.
Grand Prix Legends I feel is the last TRUE sim we may ever see from mass
software houses. It was a financial failure and won't be repeated again.
BUT.. it may be possible to produce true sims by sim enthusiasts. I feel
this is the ONLY way we will ever see another GPL.
Just my 2 cents, but I think it makes a lot of sense :-)
James Pickard,
Melbourne,
AUSTRALIA
Can realistic racing sims ever succeed commercially?
James Pickard argued that true sims like GPL could never sell to a mass market. Glen and Joe McGinn proposed a realism slider, Tracey Miller blamed GPL's 1967 subject matter, and others cited flight sims as proof that realism sells. Posters also noted that EA's Trans Am Racing 68-72 had reportedly been cancelled.
Automated summary.
What's wrong with a game that has a slider somewhere that goes from 0% arcade
realism to 100% GPL realism? This is why GPL failed at the boxoffice, no
options to turn things down. People just get frustrated and give up.
As you go down on the slider, you get more grip with the tires. You get a
magical force that helps prevent the car from spinning. Centrifugal force is
turned down. Stuff like that.
You might want to hide it in an ini file. Because alot of people are just
going to set it to 100% as soon as they see it. And then get frustrated and
give up.
GPL is ahead of it's time, but we will see more quality sims like this, and
even better. Better graphics, modelling of different road conditions, weather,
time of day ( light conditions ). GPL is the best we've seen but there is
still a long way to go.
glen
"James Pickard" wrote
again.
GPL is a very realistic simulator of the 1967 F1 season. It was a
financial failure for the same reason; not because it is so realistic,
but because in sports, 1967 is ancient history. If EA tried to sell
Madden Football 1967 or World Cup Soccer 1967 they would be financial
failures also, even with all of EA's mass marketing dollars.
Plus, the 1967 season was probably the most difficult season ever, in
terms of the cars as well as the competition. A realistic simulator
doesn't necesarily mean it must be extremely difficult, but a 1967 F1
sim is going to be much more difficult to master than a 2000 NASCAR
sim assuming the physics are equal in realism.
I believe Dirt Track Racing has a realistic physics engine, but
Saturday night dirt track racing at the local track is easier to
master than the F1 circuit. The most realistic rally sim that could
possibly be made is going to be far easier to drive than GPL, even a
modern F1 sim would be easier to drive than GPL. But F1 roadcourse
racing is the most demanding driving in the world; so no matter how
well it's done it still isn't going to be attractive to everyone.
The best selling "sim" series of all time is NASCAR 1,2,3. The thing
that most people (maybe even Papyrus) don't realize is that it sells
mostly because of one track, Talladega. I know about 12 people locally
who own one or more of the NASCAR products, and all but 3 of them have
never even tried to race any of the other tracks. No matter how
realistic the physics engine is, Talladega is going to be easy to
drive. Give us GPL level physics, throw in an "arcade" mode that can
be driven with a keyboard, and Papyrus has another top seller, and the
rest of us have a hyper realistic sim based on a modern form of
racing.
Ermmmm
I disagree whole-heartedly.
There IS a mass market for realistic driving sims (F1 and otherwise), it's
just that the doe-heads in marketing (ALL OF THEM in the F1 arena) seem to
think that putting a full page adverti***t in a magazine that caters to
the 14-20 yr old "flavour of the month" market will suffice in selling a
game. This just isn't the case with simulations. They (the marketing
doe-heads), seem content to ignore the very market that is growing at the
largest rate, is MORE cash ready to purchased the equipment/game, is an
instant "loyal client" upon satisfaction, and has the longest "shelf-life"
participants..... the market OLDER than 20 yrs old.
Don't blame anyone else but the marketing guys that have screwed it up for
the game company, the avid end-users, and the programmers that WANT to make
the games. I don't blame the "suits" for not wanting to make another
"realistic" Sim based on the "box-office" failures of the past (GPL being
perhaps the biggest).
The "suits" are going to look at the numbers from GPL, and think that the
market doesn't want a realistic sim... but the numbers are tainted because
the marketing idiots didn't know their target market and squandered the
money on useless advertising that had no impact on the QuakeIII fanatics.
They should take a page out of the Flight Sims Marketers on how it's done
properly, and successfully...
My 2 cents that I hand out in frustration....
Cheers,
Shumi
[link lost in import]
>Lets face it.. .who can drive a GPL car straight out of the box?? Myabe
>1% of the population.
True ... but even more importantly, who has the time to learn to drive
it really well, even if they ARE interested in doing so? Cut your 1%
down to 0.1%.
The obvious solution, to me, is to program a good physics engine like
GPL and include accessibility OPTIONS. Arcade drivers absolutely love
driving games that "feel" realistic (i.e., feel like the real
street-cars they drive) and features like GPL's 3d accidents. With a
high-grip arcade mode and a bit of marketing GPL could have easily
sold half a million copies.
What would that have done for sim racers? First there would be a
larger community, because SOME of those arcade racers would advance to
the more sophisticated areas of the game. And, of course, there would
be a MUCH bigger chance of other GPL-type-engine games being released.
Look at what Sierra does with the successful Nascar engine - how would
all you *** simmers feel like seeing a couple GPL
expansion-packs/conversions a year?
Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/
>You might want to hide it in an ini file.
Good post, Glen, except for this bit. Remember the point is to make
the game accesible, so the last thing you want is to hide these
features in an INI file. GPL does have some such features (not enough,
but some) but they were hidden, and the casual gamer (and casual
reviewer) probably never knew about the.
Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/
I disagree completely, but we will soon know which of us is right. EA
is in fact working on a 50s/60s version of Need for Speed. I'm betting
it will be a big success. Any takers?
Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/
James:
I certainly hope you're wrong about the game companies staying away from
producing sims like GPL. When I bought this game (10 months ago for
CAN$35), I was literally floored by the quality of this sim. I'm still
amazed that no one - and I have bought N2, NL, and Sports Car GT - has
even come close to GPL. N2. NL, and SCGT collect dust on my shelf: They
feel like pong games compared to GPL. Ancient history. As Glen wrote in
his post: "GPL is the best we've seen...".
Yeah, it's hard. Yeah, it takes 3 hours to complete a full GP race. And
yeah, I'll never, ever win without AI tweaks. But the competion and
"realism" of the sim is so good, I feel like I'm there. Arcade has it's
place, but after a while, it gets boring as hell.
Yeah, the 14-year-olds want instant gratification so they're always gonna
buy RC Racer or some such muck. I think there is a market for sims like
GPL - and it's really gonna be a company that wants to push the boundry
that'll produce it.
What about Trans Am Racing '68-'72? Isn't that game a "real sim" that's
gonna be hard to play? But EA is apparently going ahead with it anyway
(albeit 9 months late).
Peter Blackmore
CANADA
(snip)
GP2 had this sort of scalabilty and it was a success though I'm sure there
were other factors involved too. I do think if there were to be a grip patch
in a sim there should be a corresponding reduction in engine output. This
would give players a positive reason to drive the more slippery cars. GPL
goes part of the way to implementing this in the Basic trainer and Advanced
trainer with the reduced power but it seems they also reduced the available
grip. I think a gutless but grippy F3 car would have made a better trainer.
Higher (or even F1 equal) grip with less power would also make setup abilty
less of a factor which i think would be a positive at a learner level so as
not to overwhelm the new player who is challenged enough just getting 'round
the track.
David
(snip)
Those sim enthusiasts would also have to be pretty good programmers too. The
only way I can see this working is something along the lines of the historic
flight sims such as Air Warrior, Warbirds, Fighter Ace plus the new ones
coming out. That business model allows for a continually upgraded product
though some are slower than others) in return for a monthly or hourly based
usage fee. That way the sim is constantly generating revenue to pay for its
ongoing evolution. Of course the flight sims generally don't have to worry
too much about licensing issues like the car sims do. Also there is probably
a lot of resistance to the idea of pay-for-play but I think thats the way
we'll get a better GPL (GPL2 maybe?)
David
"Joe62" wrote
That's a completely different thing. People have seen and driven (some
still drive) these classic sports cars. If anything going with older
cars will add value to the product since most of us will never get the
chance to drive them, but we think it would be cool to pretend in a
game.
Just like historic flight sims generally do well, it is because you
could have and in many cases still can fly the old planes. But in a
racing sim the public doesn't buy it because they are curious about
the cars (we can't go out and buy them), they purchase racing sims
because of interest in the sport. The sport is what we see on TV, and
the history channel doesn't count.
>You might want to hide it in an ini file. Because alot of people are just
>going to set it to 100% as soon as they see it. And then get frustrated and
>give up.
Do this and I'm sure many of us would complain that why should we have
to tweak around with INI files just to increase the realism? Just as I
agree it's not entirely fair to make a sim as complicated as GPL
without any means of decreasing the difficulty, I also feel that
*** racers have just as much right to enjoy the game out of the
box.
Just my two ten pieces worth. :-)
Absolutely! Can you think of a system which can run GPL with all the
details and cars switched on without even the slightest drop in frame
rate? I can't. Not unless you have 4000 or more to spend on a new
1000MHz PC's!
Definitely! GPL could be GREATLY improved on.
Perhaps sim developers would do well by asking US what we think should
be included in their sims?
Ken,
- Remove 'nospamallowed' from my email address to reply.
- ICQ #53954494
I disagree, and my confidence remains in Papyrus because of one single man:
Dave Kaemmer - the guy's an absolute genius and the man's possessed when it
comes to the physics..... I bet his next sim will need an exorcist before
you can use it. :-)
Mike.
Bang on. All GPL needed was a good arcade mode with slider adjustable
AI--where have we seen that before??
I, for one, would immediately set the AI to 100% and put all the realism
options to "real"--therefore giving me exactly what I already have. But I
also have always realised that I (and most of the rest of us here on r.a.s.)
don't fit the profile of the average game purchaser out there. We (and
Papy) need their purchases to fuel more research and development -- god
knows our contribution won't result in another GPL anytime soon.
Marc.
> >Lets face it.. .who can drive a GPL car straight out of the box?? Myabe
mass
Quoted text (7 lines)
> >1% of the population. > True ... but even more importantly, who has the time to learn to drive > it really well, even if they ARE interested in doing so? Cut your 1% > down to 0.1%. > >This is what we want., but I feel will never get.. Why?? Because theQuoted text (21 lines)
> >market can't use it. > The obvious solution, to me, is to program a good physics engine like > GPL and include accessibility OPTIONS. Arcade drivers absolutely love > driving games that "feel" realistic (i.e., feel like the real > street-cars they drive) and features like GPL's 3d accidents. With a > high-grip arcade mode and a bit of marketing GPL could have easily > sold half a million copies. > What would that have done for sim racers? First there would be a > larger community, because SOME of those arcade racers would advance to > the more sophisticated areas of the game. And, of course, there would > be a MUCH bigger chance of other GPL-type-engine games being released. > Look at what Sierra does with the successful Nascar engine - how would > all you *** simmers feel like seeing a couple GPL > expansion-packs/conversions a year? > Joe McGinn > _________________________ > GA-Sports Writer > http://www.ga-sports.com/Subject: Re: Sim Racing can never be sucessful.....
Date: Sat, 27 November 1999 02:44 PM What about Trans Am Racing '68-'72? Isn't
that game a "real sim" that's
gonna be hard to play? But EA is apparently going ahead with it anyway
(albeit 9 months late)
Where did you hear that?
JM
Browsing the Web - maybe it was the company's site - I saw a release date
of Jan-2000. Was this real, or just wishful thinking?
PB
Quoted text (9 lines)
> Subject: Re: Sim Racing can never be sucessful..... > Date: Sat, 27 November 1999 02:44 PM What about Trans Am Racing '68-'72? Isn't > that game a "real sim" that's > gonna be hard to play? But EA is apparently going ahead with it anyway > (albeit 9 months late) > Where did you hear that? > JMTrans Am Racing '68-'72 is Dead, it's not coming out.
But a Modern day Trans-am Sim is a different story. ;)
Quoted text (17 lines)
> Browsing the Web - maybe it was the company's site - I saw a release date > of Jan-2000. Was this real, or just wishful thinking? > PB > > Subject: Re: Sim Racing can never be sucessful..... > > Date: Sat, 27 November 1999 02:44 PM What about Trans Am Racing '68-'72? Isn't > > that game a "real sim" that's > > gonna be hard to play? But EA is apparently going ahead with it anyway > > (albeit 9 months late) > > Where did you hear that? > > JMI would feel much better if Papy found a new publisher or they publish
their own software. I have no faith in Sierra.
>GPL is a very realistic simulator of the 1967 F1 season. It was a
>financial failure for the same reason; not because it is so realistic,
>but because in sports, 1967 is ancient history. If EA tried to sell
>Madden Football 1967 or World Cup Soccer 1967 they would be financial
>failures also, even with all of EA's mass marketing dollars.
I have no idea if this is true or not, but I sure hope you're mistaken. I
find it hard to believe that most racing fans (at least F1 fans) don't have
an interest in racing on the great tracks of the 60's against the legends
like Jim Clark, Graham Hill, Jack Brabham, Dan Gurney .... You mention that
basing a sports game on the past wouldn't sell. I think this depends on the
sport. A basketball game based on the fifties would definitely bomb (who
wants to see a bunch of slow white guys shooting set shots). However,
baseball games with great teams of the past (the '27 Yankees with Ruth and
Gehrig, the '55 Dodgers with Duke Snider, Jackie Robinson et. al.) playing
in the great old parks like Ebbetts Field, have done well.
I think that racing is more like baseball in that there is an emotional tie
to the past (my apologies to our European friends who probably don't know
much about the culture of baseball in the U.S.). This explains all the
interest in vintage race meets and people's love of old cars.
Also, WWII flight combat sims have done well because there is something
romantic about the era, as well as the actual challenge of flying a piston
driven plane (you have to understand energy and can't just fire up the
afterburner to get out of a jam).
Now the average gamma probably doesn't give a rat's ass about either
realistic driving models or the romance of the era. I think that this same
average gamma would not have endured a steep learning curve on any
ultra-realistic racing sim, regardless of the era. I do think that there
are enough true racing fans who really love vintage racing to support titles
like GPL, but I think that the game was just too hard for the vast majority
of them. Not having adjustable realism settings was just plain nuts from a
sales stand point.
Dave Ewing
>Now the average gamma
^^^^^^^^
Oops. I accidentally changed all the "gamers" to "gamma" by hitting the
wrong button in Outlook Express's spellcheck! What a moron.
Dave Ewing
And what makes you assume that all gamers are racing fans? That's the
thing here... GPL is for the *** racing simulation market and that's
where it was targeted. Im almost sure btw that most of the normal racing
fans have no idea who those drivers are. GPL was destined to doom for the
mass-market, but it did well to the real target it was going to.
You guys still think that Mr. Gamer would buy GPL ??? His 30minute
attention span simply does not care. Like it doesn't care for many other
types of ***.
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."
Seen yes, but drive? EA markets games to a modtly young audience. I
bet less than 1% of NFS buyers will have driven any of the cars in the
game.
Exactly like GPL.
I disagree. They purchase games that are fun. For the vast majority of
gamers, I believe GPL fails that test.
Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/
"Joe62" wrote
You still don't get it. A large percentage of game players have voted
with their money to the fact that they think simulating is fun, even
simulating activities as mundane as flying a 747. The more realistic,
the better. People enjoy simulating activities they are interested in.
MS Flight Simulator has been a top 10 product for 15 years. Arcade
flying games have come and gone, but only the true sims have stood the
test of time. The reason "Test Drive" games sell so well is that
people think they are buying a sim, and they will be able to simulate
driving a luxury sports car they could never afford.
The number one selling Playstation game all-time is a driving
simulator, Gran Tourismo. It sold as much as all the NFS games
combined, even though it is somewhat "more difficult".
The problem with GPL is that it simulates something that only a very
small percentage of people are interested in. Of that small group, an
even smaller number happen to have a high end PC and a steering wheel
mounted on their desk.
Do you really think that a 1967 F1 game would have sold well if only
they had based it on the NFS engine? EA tried that with a NASCAR sim,
it didn't go over too well. NASCAR fans demanded realism, do you
believe F1 fans are less demanding?
"Niche".
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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What's with everything thinking that harder is realistic? Jump into your
car and drive around the block. Was it realistic? Was it hard? So where do
the two meet? How come people dismiss driving games that aren't hard as
being unrealistic. Viper can not be called a sim because of the fake
tracks. But the physics model is pretty damn close to a modern day car.
The car wasn't very hard to drive. Maybe hard to drive at the limit, but
anything is hard to drive at the limit, thus the name "limit". While up in
Canada, I watched a few Goodyear workers drive around in an F1 car. It was
an attempt to get Goodyear as a sponsor for the team. The guys made it
around the track just fine. Normal Joe's off the street driving a F1 car.
They kept it on the track and the only difficulty they had was in the
shifting department. It is so lovely hearing an F1 car go to the rev
limiter and stay on it. They broke a couple (cough 3 cough) gearboxes but
they seemed to drive it alright.
SOOOO the possibility for future realistic sims is there. People just have
to rethink what the definition of a sim really is.
That's my main point.
JBlack
It has no where NEAR the learning curve of GPL.
I disagree. I certainly don't expect NFS or Test Drive to be a serious
simulation.
The GPL engine with some arcade options would be MUCH more fun than
the NFS engine. I think that's the point you are missing - most people
buy computer games for FUN. And because of the ridiculously high
learning curve that's something most people will never experience in
GPL. (I'm not one of those people, BTW, I love GPL - I just think it's
a shame that it as so unaccessible, and thus so unsuccessful).
That had little do to with realism. Nascar Evolution was utterly
flawed, even as an arcade game. As a result it was no fun, got
terrible reviews, and no one wanted to buy it.
In any case, it will be interesting to watch the new "old time" NFS
edition. I'm still betting it will do very well, despite modeling cars
almost none of the market has driven, and despite a very unrealistic
driving model.
Joe McGinn
_________________________
GA-Sports Writer
http://www.ga-sports.com/
Any idea what it will be called, or when it looks to be released?
Ken,
- Remove 'nospamallowed' from my email address to reply.
- ICQ #53954494
> >I disagree completely, but we will soon know which of us is right. EA
> >is in fact working on a 50s/60s version of Need for Speed. I'm betting
> >it will be a big success. Any takers?
> Any idea what it will be called, or when it looks to be released?
NFS: Motor City Q4 1999........or whenever its ready.
Most of the PC *** mags have featured a preview already.
Looks great IMO.
DMaer
:>MS Flight Simulator has been a top 10 product for 15 years.
: It has no where NEAR the learning curve of GPL.
And even the "hard" flight sims are nowhere near as difficult as
GPL. Every prop sim I have flown which claimed to model prop torque, wind
effects etc. etc. was a walk in the park compared to GPL.
Stephen
Quoted text (7 lines)
> > I have no idea if this is true or not, but I sure hope you're mistaken. I > > find it hard to believe that most racing fans (at least F1 fans) don't > have > > an interest in racing on the great tracks of the 60's against the legends > > like Jim Clark, Graham Hill, Jack Brabham, Dan Gurney .... > And what makes you assume that all gamers are racing fans?The other night I was watching the FIA repeats on Speedvision.(finally
a way to get through winter! God Bless you Speedvision)
every 5 minutes there was a commercial for Test Drive 6.
When Speedvision premiered Grand Prix last year, all Sierra had to do
was show the movie intro for the sim and I guarentee you the Grand Prix
fans would have scooped that title up. Of course I'm not sure how many
would keep it after spinning off a dozen times in the first lap.
dave henrie
Quoted text (62 lines)
> Ermmmm > I disagree whole-heartedly. > There IS a mass market for realistic driving sims (F1 and otherwise), it's > just that the doe-heads in marketing (ALL OF THEM in the F1 arena) seem to > think that putting a full page adverti***t in a magazine that caters to > the 14-20 yr old "flavour of the month" market will suffice in selling a > game. This just isn't the case with simulations. They (the marketing > doe-heads), seem content to ignore the very market that is growing at the > largest rate, is MORE cash ready to purchased the equipment/game, is an > instant "loyal client" upon satisfaction, and has the longest "shelf-life" > participants..... the market OLDER than 20 yrs old. > Don't blame anyone else but the marketing guys that have screwed it up for > the game company, the avid end-users, and the programmers that WANT to make > the games. I don't blame the "suits" for not wanting to make another > "realistic" Sim based on the "box-office" failures of the past (GPL being > perhaps the biggest). > The "suits" are going to look at the numbers from GPL, and think that the > market doesn't want a realistic sim... but the numbers are tainted because > the marketing idiots didn't know their target market and squandered the > money on useless advertising that had no impact on the QuakeIII fanatics. > They should take a page out of the Flight Sims Marketers on how it's done > properly, and successfully... > My 2 cents that I hand out in frustration.... > Cheers, > Shumi > [link lost in import] > > Lets face it.. .who can drive a GPL car straight out of the box?? Myabe > > 1% of the population. > > Translate that to an F1 car, who could drive an F1 sim that was TOTALLY > > realistc.?? > > This is what we want., but I feel will never get.. Why?? Because the mass > > market can't use it. > > Software developers are in the business of making money.. that is IT... > > So, they won't go making sims for a VERY neche (is that how you spell it?) > > market that won't sell, and won't make money. > > Grand Prix Legends I feel is the last TRUE sim we may ever see from mass > > software houses. It was a financial failure and won't be repeated again. > > BUT.. it may be possible to produce true sims by sim enthusiasts. I feel > > this is the ONLY way we will ever see another GPL. > > Just my 2 cents, but I think it makes a lot of sense :-) > > James Pickard, > > Melbourne, > > AUSTRALIAPeter,
This is the 1st that I've heard that EA is actually going ahead with TAR
68-72. Where did you see this ?
Joel Willstein
Quoted text (9 lines)
> > >I disagree completely, but we will soon know which of us is right. EA > > >is in fact working on a 50s/60s version of Need for Speed. I'm betting > > >it will be a big success. Any takers? > > Any idea what it will be called, or when it looks to be released? > NFS: Motor City Q4 1999........or whenever its ready. > Most of the PC *** mags have featured a preview already. > Looks great IMO.Falcon 4? longbow 2?
(and even the older Tornado and falcon 3)
--
Robert S?derberg
If replying by mail,remove the word INGENSPAM from the adress.
We already have a great Modern day Trans-Am series in SCGT when you
download the 3.0 service pack.
Joel Willstein
Exactly. Everyone needs to make a living but as is all too often the case, Papy
seems to have sold their sole to the devil, Sierra.
Marty
Quoted text (9 lines)
> I would feel much better if Papy found a new publisher or they publish > their own software. I have no faith in Sierra. > > I disagree, and my confidence remains in Papyrus because of one single man: > > Dave Kaemmer - the guy's an absolute genius and the man's possessed when it > > comes to the physics..... I bet his next sim will need an exorcist before > > you can use it. :-) > > Mike.Sold their sole? Don't tell me they're doing a fishing sim. :-)
--
Peter Ives
> >Exactly. Everyone needs to make a living but as is all too often the case, Papy
> >seems to have sold their sole to the devil, Sierra.
> Sold their sole? Don't tell me they're doing a fishing sim. :-)
> --
> Peter Ives
Can you imagine the arguments we'd get in then??
....dream mode engaged.....
I'm telling ya, I have driven the chris craft bassmaster 2000
and NO WAY does this sim fathfully model the lift and drag properties
of that tin boat. ...
--
not to be rude but anyone who chooses the CC B2k probably still
thinks catch and release is a solution to homeless overcrowding.
--
oh yeah well your mother smells fish eggss..
....dream mode disengaged.....
dave henrie
>> Sold their sole? Don't tell me they're doing a fishing sim. :-)
>> --
>> Peter Ives
> Can you imagine the arguments we'd get in then??
>....dream mode engaged.....
Then of course the websites would begin to pop up where you could download
different lures....
~daxe
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Thats interesting. In the flight sim genre, didn't Air Warrior and
Warbirds(two of the first "realistic flight model" sims) begin life as
projects by a small group of flight sim enthusiasts? And
Thrustmaster...it too was a project of a few flight simmrs in Oregon.
So you "may" be right. I will say the immense strides SCGT has taken
since it was released have been 95% private initiatives.
dave henrie


































