R. van Steenbergen wrote:

> I can say for one thing: The cockpits are pretty much a no-go. Most 
> aircraft in FS9/FSX have gauges which consist of (platform and 
> API-specific) code which make up the gauge graphics. Converting XML 
> gauges from the Microsoft format may be entirely possible, but you can 
> forget about using .GAU files (these are basically DLL's). In addition, 
> most decent (payware) aircraft have modules which integrate with FS200x 
> on a game engine level, to simulate anything from aircraft systems to 
> world interaction.

Right - I think we'd really be looking at importing "upstream" of the final
simulator files. If we were able to identify the popular tools that MSFS 
developers use to develop their models, then I think we'd have a chance of
importing those formats. The post on the Forum mentioned LightWave,
which AFAIK can at least be imported into Blender, so that is a start.

> With the cancellation of the Flight Simulator franchise, however, 
> developers may actually switch over to FlightGear for developing payware 
> aircraft. This is where MSFS got big, the default stuff in MSFS isn't 
> really that impressive but the number of add-ons you can get for the 
> series is tremendous. But then again, GPL may be a threshold for 
> proprietary developers.

I don't see much of a problem for payware developers. Obviously they need
to pay attention to what they are doing and what they are modifying, but the
GPL nature of FG shouldn't be an enormous barrier - after all, they had to
deal with whatever licensing MS had.

I agree with Curt - I think this is a very exciting time to be involved in
FlightGear.

-Stuart



      

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