Quote from MikeSchroeter on April 20, 2012, 15:50
Agreed, Geoff. One of the key premises for adding the submersible is to demonstrate how P3D is expanding the simulation world for developers to build on. The native submersible implementation has a long way to go to catch up with the decades of development that the aircraft has. The ExternalSim interface is currently being used by developers for taking advantage of this and doing the kind of things you suggest.
So each developer will need to develop their own ExternalSim interface, and external submercible sim, and independantly catch up with the decades of development that the aircraft has, and do this externally from outside of the sim.
They will also have to develop their own Mission systems to support underwater objects.
They will also have to somehow impliment their own underwater land class system, if they want that world that is more than a underwater desert.
Is this an interim solution, while Lockhhed build these features into the core engine, or will it always be left to each developers to develop their own submercible simulation. ?
I can appreciate that some developers, with big enought budgets, could possible do this, but without some standardization, each developer will end up with their own private customized solution, and the chances of anyone else building upon their customized private work, and producing addons to these many different solutions, would probably be slight.
While the simulation within the underwater world hold many exciting Commercial and Educational possibilites, it is difficult to imagine that it will "take off", unless there is more of the basic environment and functionality, already provided within the core of P3D.
Without some basic roadmap of where P3D is heading in this direction, I am glad that I am not at the helm of any submercible projects