That is fair enough, although too bad.
I found DA as I was gathering ideas to write my own simulator. I want to implements:
1 - some aspects of command and control based on Entropy-based warfare (
http://www.mors.org/publications/phalanx/dec00/feature.htm ). This will alsom comes with an enhance modeling of the fog of war for the friendlies, terrain and foes. The overall result would lead to maintain the fastest operational tempo.
2 - unlimited map size and resolution to allow to have large theaters including some high-resolution areas without soaking up the memory in terrain encoding. This can be done using odd tessellation techniques and other newish data structures. This would also allow scaling without problems.
3 - Browsable logs and stats for all units.
4 - More detailed logistic system, but with staff routines to actually take the load off the player. Supply classes, dumps, spoilage and pilfering, medical infrastructure, etc... The player would only have to determine priorities in case of conflict and the rest will follow.
5 - Easy extendability to write custom routines, AI doctrines and staff preparation, new systems using an open-source license and a very convenient programming language: python.
6 - An umpire interface similar to TacOps.
DA may be the closest thing to what I've been looking for in a long time, though. I have a lot of fun playing with it even if I have to plot 6 UAV's paths for 48 turns manually :crosseye:
cheers,
C