@zombiegorilla thank you! 
@magico i’m really trying to understand your point but I already did the first version of Dogfight and I personally spent just by myself about that amount of money, and with this kickstarter you have to also ship physical stuff, make t-shirts, make boxes, etc… it short, you may think we don’t need the money but your comment is completely out of place insinuating we are lieing. We do really need the money because we’ve trying to work on this project for over a year and went over it multiple times.
if you want to make a good historical flight sim, getting some planes and shinny shaders are not the way to go. In fact, 99% of shaders in Dogfight are unlit textures shaders (way to go!). What you mentioned it’s not even 1% of all costs and hours that go into making a multiplayer flight simulator… and specially if you are looking to make a quality one.
There are many problems that we already had to tackle, for instance for multiplayer to go “ok” while you have 2000 simultaneous players flying and shooting at 180 km/h. It’s not a simple drag and drop, and more when platforms like windows 8 or windows phone 8 does not support any of the existing network packages. You have to write your own (that’s a project in itself, the smartfox client for win8 you see now on their site i wrote it myself for instance), set up the server side, the cloud system which is not cheap, the databases, all the backend for scores, squadrons, private/public messages, having their private paintings for each airplane, sharing info among them and moderating so that you don’t have crazy adults trying to do crazy stuff and playing the system. Models are not only planes, you need quality planes, bombers, tankers and much much more. Also soldiers, animations for the soldier, tanks, animations for the tanks, the sounds for each, setting up the 3d world, programming events such that when someone destroys the zeppelin you have to give points to only certain people but not others, also finish up that game and send them to the next mission and keep some waiting so that they all continue as a team, add different paintings for each plane and ranking, a system to allow the player to paint their own and propagate this on multiplayer without requiring every single player to download the paintings of everybody. And I haven’t even gone through 10% of it yet. In short you may agree or disagree with the number but it is definitely a big big project.
You are also forgetting tons of things that go into a project to make it successful that are not related to programming or modeling per se. You have things like marketing, community management (hey, see these forums, real paid people need to watch these), keeping up with the media/pr releases, making sure your project gets out there and adjust quick and positively to all requests you see on the reviews. If you don’t do these kind of things, you may finish your project and then have it sitting duck on the app store with 2 downloads a day and the need to shutdown and fire your whole team in a couple of weeks.
We ran the numbers pretty well and adjusted it to the minimum the most we could. I don’t know if you are familiar but many kickstarter projects that got funded failed to be finished and delivered. Most of the time this is due to not having done the numbers correctly. They assummed they just needed the $ to make the product and done. There is so much more behind the scenes, and I had to learn it the hard way because I’m a dev myself. Learning accounting, cashflows, marketing and all that jazz was not on me before 
I hope that clarifies some.
$4k now, wow
thanks to all of you who are pledging!
http://www.kickstarter.com/projects/echoboomapps/dogfight-elite
Let’s make Dogfight Elite reality 