Hi Bill,
Yes, I remember the other thread we had about this. Technically it would be possible to make a new compiler, but I still doubt it is worth the time it would take. It would only be useful to a few people. Given that ACES was shutdown since that discussion, FS2004 might have a longer live now. Maybe I should think again about it

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Hey Arno,
Roger that. Man. I was sitting here last night looking at this thread, wondering how it could be done... I spent about 2 hours redoing gauge bazel rings over and over trying to get them to compile without crumpling up from having Vertices being too close together. It would be so much easier if the parts could be the same for FS9 as with FSX.
It seems to me, that we have, already, 2 fully working compilers. Why couldnt they be mixed together to create a new FS9 compiler? The FSX compiler creates a totally diff model, yes. But what if you could take the guts from the compiler, and its simplistic construction, and use that as the platform to make the FS9 compiler, and for the FS9 compiler, copy/paste the various animation calls and things into the new one.
I am trying to invision this, (I know nothing on how all of this works). Doesnt a program exist in a more basic language until you are ready to burn it into a EXE program? Wouldnt Aces still have the old basic platform code for these? I wonder if it would be possible to obtain them and wire up a new compiler code?
Surely its possible.
If only there was some symbols or letters in the code that one could delete that would cause the compiler to 'not' weld Vertices together.
You know what really gets me, is that the VC is the area where they have autoweld 'locked' on. The exterior does not get this, and the distance of visibility for this would cause you to realise this wouldnt be needed. Autoweld should have been for the exterior model. Not the interior.
If then, in the original compiler code, one could copy/paste the exterior compiler section to the 'interior' compiler section commands, then it should then create a VC with no auto-welded Vertices.
Also, and this might be beside the point. Can 'length of names' cause the compiler to eventually lock up?
For instance, if one has a plane with 3 hundred parts, and you have extremely long names, could all the code writing cause the compiler to trip/stumble? I say this because the actual weight of a MDL file measured as 'text format' size, can be around 4,700 megs or less. If one had super short names, that file will jump down really low in size. Does the size of the file 'count'? Would shorter names help the situation?
Also, if we had a draw call warning on textures, perhaps we could make dual or even tripple 'redundant' textures to help the compiler run a full model.
Bill