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"FLY!2"

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Ben Chiu[Admin]

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"FLY!2"
05-01-01, 14:59z 

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Has anyone tried FLY!2 yet? If so, what are your impressions?

Ben

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  Table of Contents

  Subject      Author      Message Date     ID   
  RE: FLY!2 RobertVAbeach [Passenger] 05-03-01 1
   RE: FLY!2 Jay Kee[Admin] 05-03-01 2
   RE: FLY!2 Ben Chiu[Admin] 05-04-01 3

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RobertVAbeach [Passenger]

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1. "RE: FLY!2"
05-03-01, 11:02z 

I must have spent at least a dozen hours flying it since purchasing it in a chain software store Apr 27.

Haven't had ANY lockups or fatal exception errors while running, which for a Windows application is outstanding.

Fly!II is sort of like buying fruit that you have to wait a few days to ripen so you can eat it. It looks like it will be a fine simulator, but it is still in an unfinished state. I think the distributors/publishers, Take2 and their subsidiary Gathering of Developers, are concerned about being overrun by the Microsoft juggernaught, and wanted to get Fly!II established in the market before Microsoft bought up all the retailer’s shelf space for Microsoft Flight Simulator 2002.

The retail package contains a single CD in a single disk clear plastic jewel box and a forty page (including covers) 8 ½ X 5 ½ manual. Covers, Table of Contents, warranty, license agreement, a blank page for notes and developer/publisher/beta tester credits consume 14 of those pages.

Terminal Reality has indicated that the promised downloadable and printable manual will be available in a few weeks. Fortunately most of the material in the manual for the earlier version is still applicable. Members of the development team have even responding to customer inquiries in Web based forums on a daily basis despite their efforts to do the simulator and their customers justice by making enhancements for electronic distribution.

The developers at Terminal Reality have already made a 3 MB patch available over the web based on the results of beta testing that was underway when the publishers demanded the master media images for factory production. Terminal Reality has also made available over the web a version of the simulator’s helicopter with pontoons and a version with a different paint scheme. Since Friday Terminal Reality has also made available higher detailed terrain for San Francisco and New York City and 29 downloads containing images for Fly!II’s pop up aviation map function. Needless to say, my modem has been quite busy this week.

The 3D objects in some of the detail areas have a few problems with quantity and accuracy of shape and placement. I don’t know if that is a result of having to send the product to reproduction so early. Even before adding the downloads detail the terrain displays bitmaps appropriate to that location’s land use. Terrain outside the detailed areas is far superior to the same locations in the earlier version, and is comparable to generic mesh terrain in MSFS 2000. Unlike MSFS 2000 terrain bitmaps don’t pop in and out of view in a visible circle under the aircraft when flying at high altitudes.

Some people have expressed frustrations over this product’s problems. I will not deny some frustration over the manual and scenery problems. I am not enthused rewarding the distributor/publisher’s actions with my purchase, but am concerned that not buying the product would be interpreted as lack of interest in general aviation simulators and leave Microsoft without the incentive of competition in this market.

A lot of things are happening on a frequent basis with this program. I expect many of its shortcomings will be rectified within the next couple of months.

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Jay Kee[Admin]

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2. "RE: FLY!2"
05-03-01, 16:36z 

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Nice coverage, Robert. Thanks for posting that!

~ Jay ~

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Ben Chiu[Admin]

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3. "RE: FLY!2"
05-04-01, 17:13z 

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Greetings Robert:

Well I'm not so sure that shipping an incomplete product could really be viewed as a good tactic to establish a product in the marketplace--at least not favorably. With smaller developers, these kinds of things usually happen because the company has just spent the last of their budget. It really becomes a ship now and have a chance to continue or never ship decision. (But this isn't to say that releasing a product at this time of the year won't have as much competition on the shelves compared to the Christmas season may have played a factor in this as well.)

Whether being forced to ship by budgets or shipping based on the season for maximum potential for return sounds terrible for consumers, I believe it's also the beginning of a downward spiral for developers. Most games make the bulk of their profits within the first couple of months of release. However, if you "train" your consumers to wait for bug releases by consistantly shipping incomplete or buggy products, you won't make as many sales at full retail price--veteran consumers will wait until patches are released and profits will be lower at that point because the games will start being marked down by that time. (The old "fool me once, fool me twice" addage.)

Yep, we walk a fine line here... not buying a product right after release can be interpreted as a lack of interest in the product rather than a sign that we don't want to reward such tactics. I would think that the best thing we can do as flight simulation consumers is to squawk loudly about how you feel about the situation. Let it be clear to those in charge what we are interested in and what we will and won't tolerate. Then again, it still may not help, but venting usually makes you feel better. :)

Thanks for taking the time to fill us in.

Ben

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