Finally, time to post.
Crazy amount of work with three crunch times on the go. I just sent the final parts of my book, Grome 3 Terrain Modelling for Ogre3D, Unity and UDK (or whatever order it ends up in) to the publisher "PackT". Publication won't be too far away. Thanks to awesome technical review work at the guys over at Quad Software (www.quadsoftware.com) they kept me busier than I'd hoped :)
There was a CombatHelo development blog update scheduled to be auto-published in 2 days time but I've now delayed this till mid-February. Since I'll have time to complete some more development work this seemed prudent (as I didn't complete the AI material in the blog after falling ill over Christmas). I've once again trimmed the game feature list, removing the first-person on-foot component (until the Afghan campaign). Currently the game is going to feel like an in-depth Novalogic'esque production but manageable given current time constraints.
If you don't follow my occasional ramblings on LinkedIn or Twitter, I'll be spending the next few months focused on assembling playable build which I'll be taking down to the Weston Super-Mare flight-sim show this May. Although I should warn that I'm only going there to hang-out with my pals from Komodo Simulations and just soak up the atmosphere (and maybe a few brewskies).
Parting shot: When you put crew speech into a game, annoyingly it means the crew models have to lip-sync otherwise it looks weird.