Please, Could you be more specific on point 2. I am not quite sure I understood it well
Well, most of the time, when something was improved on meshes or textures, there had been no big planning about what to change, how to change it or how to prioritize it. Somebody decided to do it, contributed the work and as long as it looked good nobody else ever had to complain. A lot of work went into meshes only needed for 1% of the mission? No deal, as long as it looked good.
But when something was not looking good, the module code was good enough for a release, but the meshes had been buggy, this way of operation was very much open for criticism.
Consider it the classic project management question of "when to work creative" and "when to work methodically". You can't have it both without conflicts.
There had been a time, when it almost looked like SSU was going to become a better Crawler simulator than a Space Shuttle simulator.
---------- Post added 4th Oct 2019 at 00:05 ---------- Previous post was 3rd Oct 2019 at 23:56 ----------
About this one, since it's clearly referred to me, I'd like to say that no one here has disrespect for anyone or anything. I was just expressing my point of view (as you were with your "shopping list" above) as an external observer and maybe I didn't make myself clear: I was just noting that 1 person involved in such an endeavour has lmited time and resources compared to 5-10 people working on the same project in the same timeframe. This is in no way a crticism.
No, not at all, there are also others and you are not a true outsider for the project as well. So, please, don't take this personal, it wasn't directed at you. Maybe you had been standing in the coarse direction of fire there, but I sure didn't mean to aim at you. :tiphat:
Yes, one person is enough to keep things alive, but not to make true progress. But we can't get more than one right now. And most of the time, we used to be lucky to have just two. I estimated SSU at one early point at about 35000 manhours just for the coding end (about after 1 year of development). And we have maybe done just 15% of this now, after 12 years.
And that didn't even include the lessons learned during those years. We initially wanted to keep many things simpler than they are now. And less flexible. Or the graphics.