My background is from playing and modding (map and mission making) sims like Steel Beasts Pro PE, DCS A-10C, Arma 3, Armored Brigade, Command: MNAO and car physics development for Assetto Corsa.
Why I came here? In the hopes that this sim, which is in its early stages, can ever become a WW2 Steel Beasts with VR SUPPORT! This is my main expectation.
My first and foremost opinion is that devs need to realize what they really want with this sim. Do they want to materialize the full potential of a tank simulator, or they want to keep it as compromised tank option on a flight sim world? This answer is of utmost importance right now because it will delineates the path of development and decisions throughout the sim's life time. Why?
A tank sim differs from a flight sim in its environmental complexity and simplicity at the same time. Tank warfare is land based: it reads the land, therefore the complexity of the terrain will most of the time change the outcome of battle. As stated recently in Steel Beasts forums, with the addition of the new terrain engine that is about to be released, existing battles will probably have a different outcome, closer to reality, in that a more detailed terrain simulation will result in more hits to turret while a less detailed terrain, the old, did result in more distribution of hits between hull and turret. So more than ever, battles are likely to end in unresolved outcome. Right now, as a map maker, I see that the terrain is optimized for its brothers and sisters flight sims IL2. You see, flight sims on the other hand see the terrain from above and afar, so concessions could be made, primarily in the compromise between terrain detail vs size = performance. That my friends, is why on a top level simulation, tank sims and incompatible with flight sims: One of the two worlds must make a compromise. Either the flight sim sister will have to play on smaller, more detailed and performance hungry maps made for tanks on a dedicated, fully standalone sim, or tanks must make the compromise and simply become mere playable targets on the flight sim environment.
The second most important aspect the complexity of the environment. On one hand a flight sim can go well with a simpler mechanics, like some ground targets pretending to fight in the general location of the objective, like it was in Longbow 2, is already enough. On a tank sim, on the other hand, coordination is key. Instead of writing and explaining, I think the best explanation is steel beasts manual. That's how it should be done. That includes the mission editor. It must be possible to create intelligent complex ground warfare missions and AI management while at same time it being simple enough that anyone can try. This also includes the controls which I don't need to say, are currently awful.
So the question is: Are you devs going to make it a stand alone fulfilled potential tank simulator, or a mere tank option on a flight sim?