FS9 was so easy to make planes for. Coding of objects (making code for animations) was easier, animating parts was easier (you didnt have to animate some parts, you just set the centers of the parts and name them and its done). With FSX, you have Attach and Animation Managers, you have to do this and that to get things to work. You have to activate mouserects and visibilities and all these different things to get things to work where in FS9 they just worked. It auto-worked.
The Materials in FS9 were very basic and easy. Just put a texture on it, etc. Now, with FSX, you have perhaps 100 options and sliders and ticks and on/offs and things for just ONE material, and some materials for outsides can use up to 7 materials in its group, (like bump map, fresnal ramp, etc, etc), and with each having perhaps 100 settings each, thats 700 settings, for ONE material (like one wing texture).
Then there are bugs. Sometimes the animations do not work right or do not work, so we have to spend several LONG days trying to figure out why its not working. That can really drive you NUTS....
THEN.... (yes...) you have limitations on the compilers and they crash on you and destroy your latest model. However, Prepar3D (God bless their hearts) just released a new compiler in their exporter system (SDK) that works now, so that is behind us, thank the Lord.
Then.... (yeah) if you are payware, you find that these days, piracy and file sharing are rampant. Also, alot of people now want EXTREME DETAIL, and expect you to make a plane that exactly 'they' would like, with things on these planes you didnt even know about, like chrome plated reverse inverted kitchen sinks in quad-olive drab and 10 rivets per edge, (that kind of stuff). And to top it all off, you only sell a few planes a week, if that, so the payware guys that spend months working on a plane are asking themselves 'why am I doing this??'. (so the number of people doing it is deminishing).
So, basically, in a nut shell, its difficulty level. Its quite difficult to make a plane in FSX. Bottom line.
