I work in the creative business every day. Post-production for film and TV that is. I feel this development and delay discussion reminds me of that "world". Whenever someone comes to me and ask "how long will it take to..." it's impossible to give the answer. Of course, I can be within range, but really, a lot can go wrong during the process. Most of what I do is delivered on hard drives, and they usually deliver the material so it's juuuuuust enough time to do the job. I have a deadline, often set to a certain date and a certain hour of that day. No matter what problem is popping up, I need to solve it before that time and get done with all the rest. For instance - what the heck do you do when you get a drive with 2TB worth of video material which is broken upon arrival? It takes a lot of time to transfer 2TB over the Internet. And it takes time to send a new drive. Problems like that can cause a major headache, but it's just something that may happen. Let's relate to that as a bug... The problem came out of nowhere. I as a creative guy don't want to deliver a product I'm not proud of. Of course, since I have deadlines, I need to "kill a baby" now and then, but I strive to make it work the way it should. And the clients are happy I spent that extra eight hours to make it so and happily pays for those extra hours. Especially when I can show them what those hours mean for the final product vs. what it could be. I think that's the same with scenery and aircraft developers for X-Plane too. Even though the job looks killer, and they've done a lot of good things, the developer might not be satisfied with the product if it's shipped before it's completely done in the way they want it to be. That would be like shipping a prototype and just leave it. Go buy another plane. Learn to handle it. Enjoy the sim while you can, or go outside. Bring your camera and take photos of something. I'm sure the developers will like to hear your opinion when it's released.