Tom:
My limited time availability in the context of a full weekly (and weekend) schedule will not be able to track your multiple postings.
I may get time to read through your sequence of posts above tomorrow (Saturday) pending some decisions for the holiday.
I recommend you pace your self, and not draw conclusions based on how things 'seem' to work after many hours of striving.
Test only after rest.
Keep multiple backups in ZIP archives of anything you are proposing to delete or otherwise reinstall.
You should
not need to delete your project(s) and start over from 6 month old backups.
Because of the way you seem to want to do your development and testing, you would benefit from use of:
ADE Menu > Lists > Project Tree
...to track / find / edit scenery placements.
Effects placed via Fx files- and
not via MDLs- may be a more practical method considering your project's extreme complexity.
Otherwise, they may not show up in the ADE Project Tree, where they can also be "found" via the [Find] button.
Effects may show under Lists for Scenery Objects, but that scatters them all over in the list, and we cannot [Find] them there.
For future planning, since your project already exceeds FSX' intended Geographic extents for Airport Test Radius due in part to your insistence on use of Vehicle Links for Roads, you will likely continue to suffer from run time rendering issues and crashes.
That is complicated by limitations of your current hardware configuration, but
can also occur on more powerful computers.
I am now testing FS synchronization issues on my more powerful computer that I did not have on older computers in the past.
https://www.fsdeveloper.com/forum/threads/radius-1.19185/post-935408
IIUC, the only work around if you build- and use- a scenery with a large extent ...is by following guidelines ACES intended for FSX.
FSX provides scenery to cover the entire world, but in sub-divided Areas, as seen in [FSX install path]\Scenery sub-folder chains.
If you look at how Aces sub-divided the FS world into Areas, you will see how you must sub-divide your project.
Ultimate Terrain products also sub-divided their scenery into Areas that are compatible with the scheme used by ACES.
You
must limit the Airport Test Radius extent in Kilometers used for each of your airports.
You
must sub-divide your Airport Facilities Data infrastructure object extents to no more than QMID-11 or QMID-15 quads.
You
must not use very long vehicle paths as a substitute for CVX Vector Roads with linked 3D street lights and light splashes.
I had hoped it would be possible for you to see the futility of doing things in the way that you have persisted in doing them.
This has essentially prevented you from achieving the success that we would all like to see you enjoy.
IIUC, your preferred scenery project concepts will require special procedures to work around "FS' Evil Airport Infrastructure".
That may open up Pandora's Box, and potentially put you in 'a world of hurt' if you are not up to the precision of the task.
Multiple (but only a few) add-on developers created custom entries to extend the default FSX Terrain.Cfg.
However, FSX only allows (1) Terrain.Cfg to be used per FS installation; all add-on extensions must be added to (1) Terrain.Cfg.
Consequently, end users have to substitute the add-on Terrain.Cfg for their own, or they will have missing scenery objects.
This led to complex attempts to write utilities to backup / restore / modify / consolidate multiple versions of Terrain.Cfg.
Modification to Terrain.Cfg must be performed with the utmost of precision and complete understanding of what is required.
If you are not up to the task at all- or do not recognize onset of fatigue after a long day of striving- DO NOT ATTEMPT THIS.
You can create a modified Terrain.Cfg that adds entries beyond that in one developed by Dick and Luis Feliz-Tirado for FSX.
That Modified Terrain.Cfg is 'offered' to be installed by default when SBuilderX is first run after installation.
Alternatively, the Richard Ludowise / Luis Feliz-Tirado "Modified Terrain.Cfg" can be downloaded form multiple FS web sites.
I suggest if you attempt this, you build upon that base file when testing your new Terrain.Cfg entries, keeping multiple backups.
Also, Luis Feliz-Tirado has a tutorial "Fun With Lines", written during transition from FS9 to FSX, which explains how to do this.
https://www.fsdeveloper.com/forum/threads/autogen-exclusion-problem.17999/post-117755
IMHO, it is necessary to ask that any modified Terrain.Cfg file you develop,
not be posted publicly for download by others.
AFAIK, that may be the best way to provide you with the Road types you want to use, but which
will be clipped to quad sizes.
I am not certain yet, but it may also be possible to make a flatten that can not be hijacked by "FS' Evil Airport Infrastructure".
In other words, a generic FS flatten which is
not an Airport Boundary (aka "AB") flatten that is forced to follow ARP Altitude.
This process will allow FSX to ingest scenery instructions in bite-size pieces, instead of being force-fed more than it can handle.
You should be able to decide what multiple features you want associated alongside your custom Roads, and at what intervals.
You can then define that as a CVX Vector 'Autogen' meta-object which is placed automatically when a CVX Vector line is placed.
More to come on these issues as time permits.
If I do decide start my holiday travel on Saturday, I may not return to this thread's complex topics until Tuesday.
GaryGB