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Til19031986

A320neo depth in MSFS 2020

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Some of you have been talking about the resources that Asobo and Microsoft have. Do you have any sources on that topic? 

E.g. how many people are working on MSFS 2020? And do you have a comparison to Fslabs for example. How many devs work for them?

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1 hour ago, Til19031986 said:

Some of you have been talking about the resources that Asobo and Microsoft have. Do you have any sources on that topic? 

E.g. how many people are working on MSFS 2020? And do you have a comparison to Fslabs for example. How many devs work for them?

It isn't any secret 🙂 I remember, that Asobo spoke about 150 developers in MSFS team. I think, It's much more, than every 3PD teams.

Edited by ludekbrno
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12 hours ago, Til19031986 said:

Some of you have been talking about the resources that Asobo and Microsoft have. Do you have any sources on that topic? 

E.g. how many people are working on MSFS 2020? And do you have a comparison to Fslabs for example. How many devs work for them?

Microsoft said that they have between 160-200 people on the MSFS project. Microsoft as a company has 150.000 FTE. A typical project would be split more or less in thirds, 30% work on specification, 30% are programmers, 30% are testers. The last 10% is project management etc.

Your typical third party developer is everything between 1 and about two dozen people. PMDG listed 10 full time employees a while back. Aerosoft as one of the larger companies has 35 employees (but that is not counting the developers who are working under contract for Aerosoft). Dovetail games has a total of 120 FTE, of which about 40? were working on FSW? Edit: FSLabs Ltd. number of employees is listed as 42. For Laminar Research it says 11 to 50 employees.
Those are the numbers that can be found online.

IIRC, as one of the more extreme examples, the Aerosoft CRJ was made by one single engineer. 

Best regards

Edited by Lorby_SI
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LORBY-SI

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38 minutes ago, Til19031986 said:

@Lorby_SI Thank you very much for this detailed response! 

Please be mindful that these small companies often are not required to publish their real numbers (employees or revenue). The figures above are derived from business information portals, who often compile them for example from LinkedIn or other job related platforms.

Best regards

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LORBY-SI

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9 hours ago, Lorby_SI said:

Microsoft said that they have between 160-200 people on the MSFS project. Microsoft as a company has 150.000 FTE. A typical project would be split more or less in thirds, 30% work on specification, 30% are programmers, 30% are testers. The last 10% is project management.

Graphics artists? Plane design,  scenery design? Sound engineers?

Unlike business software development most people in a game studio are not developers working on programming.

Majority of people are using custom or professional tools to do level design, graphic design, storylines, missions, creating assets, sound engineers etc etc.

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25 minutes ago, Theboot100 said:

Graphics artists? Plane design,  scenery design? Sound engineers?

Unlike business software development most people in a game studio are not developers working on programming.

Majority of people are using custom or professional tools to do level design, graphic design, storylines, missions, creating assets, sound engineers etc etc.

And that changes the percentages how? I called them programmers, because I found no better word for the "workers". They all need to know what they are supposed to do before they start their work items. So you need a fair amount of specification beforehand. And somebody needs to check what they did when their work items are done. So you need testers. As I said, the rule of thumb puts project work into thirds, but it doesn't have to be that way, and it isn't true for the whole duration of the project. But it is a good start to estimate how much effort you need to calculate for each group - spec, work, test - for the entire duration of the project - to arrive at a cost estimate. 

Btw. coders use custom and professional tools too. Acquiring those also needs to be planned in advance, budget and time needs to be allocated, etc. It is just another part of the process. In business development you have graphical artists doing the GUI, writers who create the documentation and manuals, backend specialists, database specialists etc. etc. It is not really that different.

Best regards

Edited by Lorby_SI

LORBY-SI

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12 hours ago, Lorby_SI said:

Microsoft said that they have between 160-200 people on the MSFS project. Microsoft as a company has 150.000 FTE. A typical project would be split more or less in thirds, 30% work on specification, 30% are programmers, 30% are testers. The last 10% is project management etc.

Your typical third party developer is everything between 1 and about two dozen people. PMDG listed 10 full time employees a while back. Aerosoft as one of the larger companies has 35 employees (but that is not counting the developers who are working under contract for Aerosoft). Dovetail games has a total of 120 FTE, of which about 40? were working on FSW? Edit: FSLabs Ltd. number of employees is listed as 42. For Laminar Research it says 11 to 50 employees.
Those are the numbers that can be found online.

IIRC, as one of the more extreme examples, the Aerosoft CRJ was made by one single engineer. 

Best regards

I wish! I've only got 2 developers between 10 applications lol

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At this point i would be happy if the wheels f this plane dont sink in the ground as the images show and if it deflects according to weight and overal dynamics.

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1 hour ago, mp15 said:

At this point i would be happy if the wheels f this plane dont sink in the ground as the images show and if it deflects according to weight and overal dynamics.

The tires of the A320 aren’t sinking in the ground. The sinking tires are from an A.I aircraft.

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Quite an old post, I just want to avoid creating a new one. 

With the new video on IFR, we have a nice inside look of how the system are behaving and how well/bad they are developed. To be honest I’m  disappointed by different factor, the system, the visual and the aerodynamics. 

- In general, visually it looks nice, but the different color, on the PFD, ND and the screen in general doesn’t match the real one. I thought with a partnership with airbus, they would at least make this right 😒

- Systems are worse. The autopilot behave really weirdly. Being able to put the AP at 150ft with a direct turn, he doesn’t follow the flight director, lucky maybe. the acceleration with a negative or very close vario, and the unstable speed in general. The FPL on the ND which he is not following etc. 

The PFD looks also wrong. The speed tap show the wrong speed envelop (stall speed completely wrong with flap up) For instance, during the ILS Appr, the PFD shows a stall speed of 110kt with no flap 😅😅 or the flaps indicator isn’t working. The FMA is also completely wrong, CLB spd on final appr, or NAV mode with the GS/LOC mode engage etc. 

Finally, the pitch of -2 during the ILS appr 🤔 normally it’s +2, the aerodynamic isn’t right as well. Even in Fsx, that was correct I think. 

I agree that is only a sim and a default aircraft, but all I said was supposed to be included in the sim as the alpha note said, and the next one doesn’t even talk about the airbus. In addition, it’s not only the aircraft itself, even the ATC is really disappointing,  the navaid behavior in the Cessna (ADF), the planning mode which look like a game. 

Looks like I’m the only one who is disappointing, am I ? 

 

 

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21 minutes ago, popite78 said:

 

Looks like I’m the only one who is disappointing, am I ? 

 

 

I didn't expect much from the default jets so not really disappointed.

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I’d be disappointed if it was release day and that was the finished article but it’s not it’s a WIP guys we know there addressing the issues and we know it’s one if not the top alpha issue on the feedback update so the alpha users are clearly expressing the same feelings.

My opinion, basic functionality will be on point come release however it won’t be high quality payware level that we’ve become accustomed to. Which is also fine, this is default after all.

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I won’t fly on the default aircraft either. But the fact that they said, they will include all this feature, and then see the result, it doesn’t give me a good impression. Well, it could be the same for the weather, aerodynamics etc. ATC looks like the same as fsx, same for flight planning. All the rumor I heard about aerodynamic and weather, I start to believe it ! Even the SDK doesn’t look good when I read other forums. The only big step I can see is the light and réflexion system and the ground texture.  

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