Originally posted by vadar_1
I know an open source community can work... but nothing can beat physical means of human communication and interaction... expecially for a project such as "cloaking".
You are right that open source collaboration is different that "physical means of human communication and interaction."
It's much better.
Working via the internet, taking advantage of such non-real-time tools such as email, version control, and even forums such as this one, are
far better than trying to sit around in real time for design meetings, etc. I have already probably wasted 3 years of my life in pointless meetings, and I'm not done yet.

Non-interactive communication blurs the timezone problem -- I know we have people across North America, Europe and Oz, probably elsewhere as well, that are interested in FS2 development. For example, I'm on the US East coast, but I do my most productive work after 10pm local time when the wife & anklebiters are in bed. Trying to get together for a 4pm conference call or chat or whatever would not work, since my job doesn't see the need to pay me for work on an open source game

And I doubt I'm the only one in this situation.
Plus email, cvs commit logs, forums, etc. can be used as reference, to go back and see what's been decided, what suggestions people have made, and who's working on what.
As has been pointed out elsewhere in this thread, some projects far bigger and more complex than FS2 have come out of this sort of environment -- the GNU system, the Linux kernel, Apache, FreeBSD, PostgreSQL are a few that come to mind. Hell, the bulk of the Internet as we know it was also developed this way.
I'm not saying realtime collaboration is universally bad, but it's certainly not the only way -- nor even the best way -- to tackle a project like this.