Well put Stiz...
But you didnt really 'stress' the actual 'magnification' of all that is involved.
** Animations: Where once we have gauge code that made a animation work, in FSX, there is a secondary 'string' header that goes in the top file, stating the aniation run length (if there is one) its type (visibility, animation only, effect such as a light, etc).
Second, concerning this subject. They changed the 'verbage' on the code. I can only think that it was done to keep new gauges from working in FS9. (Taking a new plane and putting it in FS9). Simple adjustments, such as changing names of Nouns and verbs and making capitals necessary creates a new code that must be re-written over an older FS9 code. This means, if you have 25 former animations, 25 dual input new code writings will be required. (Remember, each animation/effect code has 2 sections).
** Materials: Stiz talked lightly on FSX Materials. In FS9, you had a simple Material page. With FSX, you have like 5 types of graphics (DDS files) inputs, with critical 'tuned' Alpha channels, which will tell weather a material is transparent enough, even though you select a Opacity slider. Along with 5+ plus (yes, can be more) types of graphics, you also have 4 to 5 pages of Material data to punch in... 4 to 5..... (ticks, sliders, entries, etc).
** New mesh means you can go crazy, which allows a person to go through and turn a 'tire' for instance from a 400 poly object, to go through Mesh Smooth / 1 Iteration, and now its 2,000 polygons. Do that on about 50% of the parts, such as gauge bazel rings. That can take a few days.
** Mild airfile and config handling tunes... The plane handles somewhat slightly different, so slight tunes are required for those who really want a 'precise' handling plane.
** New Mapping: FSX brings in a new way of handling graphics. Less is faster. Thus people (like Stiz) have been on to remapping 4 graphics pages (sheets, bitmaps, DDS textures) into one larger 2048 pixels square sheet. Doing this several times lowers the 'draw calls' and enhances the aircrafts efficiency in FSX. But....... now each and every part (2,000?) must be remapped to those new 'super sheets'.
(Stiz is a revolutionist in this field and has now done this to many payware planes that were converted over, enabling them to run far faster then just a simple conversion to FSX from FS9. Salute!
).
That is 'some' of the things that must be done to birds that undergo a dual reality (twin sim) platform. I am surely leaving out some bits, but its 3:AM, so I am allowed to forget this late at night. :d
New codes for gauges, animations, effects. New texture handling. Man hours....
To quote Paul Harvey... 'And now you know.............. the rest... of the story. ' :d
Bill