I certainly appreciate all the hard work and care associated with creating, updating, and supporting ADE.
I can see the dilemma presented to ADE when it encounters a "hybrid" airport BGL which contains placement info for default or 3rd party add-on scenery library objects that are also
not packaged inside the airport BGL (and which are essentially
not specific to the "airport facilities code" and "approach code").
I can see an even greater dilemma presented to ADE when it encounters a "hybrid" airport BGL which contains the scenery object MDLs themselves along with placement info for those objects (
both of which are essentially
not specific to the "airport facilities code" and "approach code").
AFAIK, ADE only "copies" XML code from a pre-existing de-compiled
Airport Facilities Data (aka "
AFD") BGL and creates a new working set of AFD intended to replace (or in some cases "supplement") the original airport for a desired FS9 or FSX version.
As a convenience, ADE may retain object placement data and display "placeholders" for such placed objects in its 2D workspace, and create 'mini-excludes' for other scenery objects.
As a further convenience, ADE may display the alert Lane cited above if MDLs for 'placed' objects are not yet added to ADE's scenery object list.
IIUC, ADE is currently being programmed to
neither extract such MDLs into a stand-alone scenery object library BGL with an associated scenery library object placement BGL,
or to retain them via the de-compiled / copied BGLComp XML code with the associated scenery library object placement code ...used to create a new working set of AFD intended to replace (or in some cases "supplement") the original airport.
However, ADE is otherwise offering to display "placeholders" for the objects with a non-specific alert message that the objects themselves are not yet available via the ADE scenery object list.
Perhaps ADE could also offer to substitute FS
default object placements for "custom" objects which it is reticent to extract and/or copy (...and then write the object substitution placement code out into a separate scenery library object placement BGL via ADE's existing "split compile" routine) ?
PS:
Apparently the BGLComp SDK allows mixing both airport-specific
and non-airport-specific data types into a hybrid BGL which FS is willing to display.
Because such non-standard 3rd party airport BGLs containing MDLs and/or MDL-placement code
not specific to the "airport facilities code" and "approach code" tend to result in troubleshooting issues for end users trying to "replace" those airports, and because such non-standard 3rd party airport BGLs tend to cause occasional "crashes" when processed via
ex: ADE or AFX (requiring more programming by airport utility developers to work around causes of such crashes), IMHO
the practice of creating such "hybrid" airport / non-airport object BGLs ...should be deprecated in the FS Development Community.
GaryGB