Hi George.
This forum in particular is trying to find design solutions for Flight Simulator, and to share that knowledge.
Most of the posts on the forum are about FSX because we've already taken pre-FSX scenery development to it's limits. Not much new to learn. Go read the wikis and the old posts.
I don't believe anyone is "defending" FSX. If a designer wants to continue development for FS9 and earlier, there's sure a lot of world to design.
I understand the frustration designers may feel towards the new sim. But believe me, it is NOTHING like the frustration we had with FS2002.
This very forum grew from a core of designers that weathered that storm, and unlocked the sim's secrets... some of which even the MS design team were unaware. It involves some creative thinking, and as Bill noted above, sometimes you have just got to let the past go. I think that is valid advice.
Here's why:
The Aces team is now working on a performance patch, and a more comprehensive Vista-related patch is in the future. But I can almost guarantee there will be no patches for design problems, unless they are trivial in nature and can be included with the other 2 patches on the board. Precious little money and time in the budget for fixing all the problems.
( Simconnect is another animal.. there may be a series of improvements as that branch of the team has indicated. I think they are obsessed with it! )
So where are we?
Rather than being a group of "FSX fanboys", I think we're a group of pragmatists that want to solve the problems before us, rather than ranting about what could have, should have, been.
I certainly don't want Microsoft to fire the Aces team, and scrap the sim. And I don't see any other world-sized flight/terrain sim to truly compete with the dying relic. ( Besides, that was the basic thinking behind CFS3, and it was a huge bust... both from a financial and technical viewpoint ).
Most designers want some level of backward compatibility.
Martin's original post was about this lack of compatibility... not about scrapping the sim. So you do not agree with him.
As far as having limited programming skills... most of us suffer from that! What is needed are better tools, with better GUIs to mask the complexity of scenery design. Unfortunately, we poor programmers, that want those tools, are the least likely to create them! So we are at the mercy of those that can program.
But scenery design is a complex problem. Terrain alone requires almost an advanced degree in mapping technology. This isn't the sim's fault, but rather the desire for greater accuracy in the sim.
Scenery objects are also becoming more complex, and more numerous. Admittedly, what we put in the sim is often more than what the Aces team envisioned. Door hinges, rivets, shingle textures, chirping birds, cargo ship container labels... all going a bit beyond what a world-wide scenery engine was designed for ( flight ).
We do have an influence over how the sim evolves. The forums, and the designer's end products are often incorporated in newer FS versions. For example, everyone wanted more ( and more accurate ) roads and water shapes and effects for FS2002. Designers investigated and pushed open the door for what we take for granted in FSX. Constructive and productive solutions will find their way into future versions of flight simulator.
But if the team is fired and the sim scrapped in favor of the entirely new "engine", the sim will dead-end... just like the CFS series died with the unworkable orphan named CFS3.
I'm sorry for hijacking your thread, Martin. I hope you can find some sort of solution, but I suspect you are trying to force FSX into a technical direction it no longer supports. Discreet object MDLs placed in an encompassing XML is the direction the sim has gone, rather than many objects in one single MDL. Does this sound right to you?
Dick