cowpatz wrote:Rob is the structure of MSFS such that your scenery could be relatively (yes not a definitive word I know) easily modded then recompiled with the new SDK tools?
As far as 3D models are concerned, then the existing models would be a good starting point. Really, I'd be looking at airports only for the moment, as the new photoscenery/'autogen' is better than I could ever do:) But I am thinking of revamping the development process to bring it into the 21st century... I've always used GMAX, which hasn't been supported or updated for a long, long time. Luckily we have Arno's tools to convert old FSX output to Prepar3d, but I can't really rely on this forever, so now is probably the time to take a deep breath and get 3DS Max. This has always been an expensive tool, almost NZ$4000 per year, but now there's an 'indie' version, which is a lot more manageable for people like me who don't make a lot of money.
Optimising models is a bit different in MFS, and textures are very different, so it makes sense to start over from scratch. For NZCH and NZDN I will probably use the existing photo resources, but I have been thinking of revisiting Nelson, mainly for the new terminal. I was considering this when I started planning for Prepar3d v5 installers, although I don't normally rush to update simply because airports change -- airports are always changing, so this would mean running to keep up, and not getting to anything new. Nelson is a nice place, though, I could drive there in the spring, just to clear out the cobwebs.
I would also like to try a few smaller airports, like my local NZTU, which I've done before, up to FSX. Since I've flown a lot of the country in MFS, I have a good idea of what is a priority, but I know I can't over-extend -- I've done that a few times too many, which is not fair on the customers.
I do like to daydream about having my airports running on the Xbox one day, it was something I first thought about back at the beginning of the century, but I never thought it could possibly come about in my lifetime.