Flight is probably the main thing.
I am using AmenMoses script atm which is really cool, but is obviously geared toward aircraft not space flight. Now with some tweaking that could be sorted I am sure (well if you are AM that is - lol).
But the main problem here for space sim stuff is the terrain. Even though you can turn it off you are essentially just hiding it and collision for it remains. AM's script turns collision off for the player\camera, (one of his tweaks for it will be collision detection) but if you turn it on you won't be able to fly through the buildings which is desired, but you would also be able to collide with the terrain.
I would imagine that if they worked on adding driving and flight to the engine these issues could be sorted.
GG is also not transparency friendly. It is a real fight to get models that have transparent parts to work. You can negate much of it by having the transparent bits separate, but when you have multiple entities using transparency it becomes difficult to make them work together.
When you try building a level like Racha's Cartography room this becomes apparent.
All that said after a lot more thought there seams to be only two options for Naelurec:
1) Cancel and discard the project completely
- All Naelurec models are in .x format.
- Now I could save them out as FBX - but - there are a lot of models.
- Yeah, well it would be a lot of work, but of course also a lot of work wasted if I don't.....
2) Carry on regardless
- Just keep developing it in the GG
- Keep hope TGC start doing amazing things soon
- serious doubts about that happening tho
Be interesting to see what gets announced next week, and how the GG runs when operation bug free is over though.
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.