Hi,
Sorry to get off topic, but I'm not sure where you got your figure for the F-22. Here's the "exact" information taken from the globalsecurity.org web site:
Average unit flyaway cost includes the costs associated with procuring one aircraft, including the airframe, engines, avionics, other mission equipment, and certain nonrecurring production costs. It does not include “sunk” costs for development and test and other costs to the whole system, including logistical support and construction. The average unit flyaway cost for the F/A-22 in 2003 was about $178 million, while the unit flyaway costs for future annual buys were projected before the budget decision to decrease to $127 million, $111 million, and $108 million in fiscal years 2007, 2008, and 2009 respectively [that is to say, roughly double the unit flyaway costs of the single engine F-35]. With the program will be truncated in 2008, the less expensive aircraft in 2009 and beyond will not be bought and unit costs are projected at $135 million in 2007 and $149 million in 2008 (increases associated with close-out of production).
Even at a cost of $108 million, that's somewhat more than the $8.6 million you quoted in your response. Why do I bring this up? If this number is in error, then pretty much your entire statement is in error. I'm sure it would cost more than $3 in royalty fees per unit. Typically, royalties can range from 6%-10%, depending upon the item in question, production run, intended market, and so on. I also cant see why Lockheed-Martin would want to overexpose their property as you claim. Coming from the gaming business, I can tell you firsthand that US prime contractors want a bucket load of cash before their weapons platforms are profiled in a game with the good graces of the manufacturer. Likewise, every diecast manufacturer I speak to says there's tons of red tape to replicate an existing weapons system along with exorbitant costs.
Lightning2000
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