It took me a long time to figure out the basics of X-plane scenery, and I still find it bloody difficult and restrictive, but I'm plowing through. This month I'll let them have a 'working' version for XP11, which they'll send to Entrol for some compatibility tweaks. I don't mean a finished scenery, as there's a lot of things which I won't figure out before the deadline. I may not release the XP11 version, though.
However I may release an XP12 version, provided I can solve a few more issues. Developing for XP is a bit like stepping back 20 years, although XP12 is more like 15 years. I'm continually thinking "What??!!! You can't do that in X-plane?" but I guess that most things can be solved. Or else it'll just be released without me having to reinvent autogen etc. Maybe this will be my first scenery which uses a third-party library, as I don't have the interest to build all the little bits and pieces.
One thing which I've gained from the experience is that I can now look at Taieri in MSFS and see it as a very nice addon, rather than a collection of bugs and things I didn't get around to including. MSFS shines in comparison to XP12.
Here's some shots from XP12. Note that this is built on a very early (FSX) scenery automatic conversion done 10 years ago, so although I've replaced a lot of the models with the new versions built for MSFS, some legacy stuff still shows up here -- the trees, for instance, are VLC cross-plain trees, which don't work well in XP, but I'll figure that out.
Yes, I know not all my buildings are sitting on the ground, but I have fixed this since taking the screenshots this morning.








