Anything that might apply to other developers, doesn't necessarily apply to us, for the following reasons:
- Most of the issues in P3D4 is *legacy* code from FS8, because nobody knew any other method to create ground polygons in FSX/P3D, other than using the FS8 code, which is not entirely supported in P3D4. Such sceneries will have to be recompiled, because the P3D4 SDK offers alternatives to it.
The issue doesn't apply to us, because stopped using that method many years ago, thanks to our software which allowed to use native FSX code (which is still fully supported in P3D4) to do the same thing, using various non-BGL related methods.
- When we know we do have a compatibility issue, we fix it in code. Our sceneries are not "just" sceneries. They are driven by Python scripts, which can behave differently depending the sim they are running under. So, for example, we fix some compatibility issues by changing the scenery in real-time, without requiring to distribute separate files for FSX and P3D.
- In some cases, when required, we create entirely separate objects, depending on the simulator used, which are made with the P3D SDK instead. We used this method in KSDF, KCLT and KMEM.