LOL
Scenery development is a process that takes months, not hours
![Smile :)](./images/smilies/icon_e_smile.gif)
I invite you to get a proactive role, as in looking
what are your interests and how could you be another pair of hands
![Smile :)](./images/smilies/icon_e_smile.gif)
Not just loose your mind waiting to see how the less amounts of "hands" can get the job quicker via some mule-driving.
![Razz :P](./images/smilies/icon_razz.gif)
** About your interests.
We don't mind if you don't know howto yet if you are willing to explore the options and ask here for guidance, but this is what is most needed in Scenery developer
1) Airport Layout improvements (with WED)
2) Landclass Improvements (with QGis)
3) Waypoints (fixes, NAVAIDS, specifications) -- plain text edition
4) 3D modelling of building and structures
5) Texturizing for 3D models (new models needs texturizing) (Gimp or Inskcape - its computer graphics arts)
6) Share models locations in FG world
7) Jetway configuration definition and configuration files
8) Artificial Intelligent Aircraft configuration files
9) OpenStreetMap mapping (to build better OSM2City cities)
10) OpenRadar configuration files
Those are the many points that require human intervention, and where you are of great value to the project, and the project is of great value to you.
Don't think you must (or try to) master them all (at least not at the first month). Baby steps. Think what you would like to try based upon your skills, and then come here to ask for questions on howto --how you do it, as you learn.
Master your skill. Consider that we work with certain degree of specialization as well, so if you become really good at any of the above, you become an asset, as well as you see how your work starts integrating with what we (all the rest) do
Best,
IH-COL