I suppose I should chime in, in the public forum and add my support! As everyone has said, this is a very, very polished, professional product. The models are superb, very detailed and true to the show. The non-canon ships, especially the Theseus, are right on the mark in terms of what I would imagine in-universe ships would look like. The Mark VII-E should definitely get honorable mention here as well. I typically cringe whenever I see games stuffed with a bunch of fan-wanked stuff but, these are superb! The music feels like you guys cloned Bear McCreary, the VA is great (it sounds like a few VAs did BtRL), the missions are well balanced and interesting, and the flight mechanics/physics are challenging without being overly frustrating. You guys are probably generating a lot of revenue for Logitec, since the first thing I did was buy a joystick. The last time I used one was on a Win 2000 machine with a game port, for playing X-Wing Alliance and that thing was a piece of crap.
Now, on to something that Ace said about the interface. During the missions I felt very immersed in the BSG universe, but between missions, I couldn't help to imagine how cool it would be if the mission briefings were done in a pre-rendered or fully 3D flight ready room or war room, the main menu was the CIC, the pilot selection screen was the locker room (where you click on the lockers to select pilots, view medals and stats) and, the hangar bay was the ship and weapons selection screen. So, the question is, can the FS2_Open engine actually do this? At the least complex end, 2D backgrounds/skins could be used for the various screens - these could be stills from the show, or custom pre-rendered 3D art. At the most complex end, fully functional 3D backgrounds (stills) with an overhauled interface, animation, etc. Having some interior 3D assets could also be used for between-mission cutscenes. Anyway, if this can be done, what are the challenges, and what kind of skills would you seek in addressing these challenges?