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Ampere K. Hardraade wrote:
> 
> While development over the past few years might give the preception that 
> Flightgear is a game, Flightgear is actually meant to be a serious flight 
> simulator.  Things that go boom are cool in games, but they are also useless; 
> more so in a simulator.

Regardless of any ethical or directional questions, getting combat
simulation to work decently, would also bring improvements for "serious"
flight simulation:

* better and more precise multi player
* collission detection, which could make formation flight even more
exciting and realistic (you won't dare to come too close to your wing
man if you can really collide)
* a damage model with which one could train for example one-wing flight
like in the video posted here

Apart from that, the code would surely benefit from adding a different
usage pattern. This usually leads to cleaner code and better
abstraction. And of course if "the document" got implemented as a side
effect of combat simulation, the rest would benefit as well.

So the question would be: are these advantages (and a larger user base)
worth the increased perception of FlightGear being a game?

Nine
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