I try. Glad I could help. This is a problem with all truly FSX modeled airports such as FSDreamteam's KJFK. Since it has taken years to make the models for AI traffic in the payware and freeware community (Aardvark, Fruit Stand, AI Malcontent, etc), no one has wanted to start over and build DX10/FSX compliant aircraft. The result is that aircraft will disappear (in FSX compliant addons) or may just show up as white or black (no paint) in DX10 mode. Hopefully, in FS11, the modelers (gasp) will start over. Yikes. It's a tall order, that's for sure.
Not 100 percent correct.
If the problem was truly a FSX modeled airport then FSX itself would have the problem everywhere. The aircraft cast shadows issue started when SP2 was introduced. SP2 cannot tolerate any type backward code in a addon airport scenery vs AI Planes that are modeled for FS2002/FS2004.
Example, a FSX airport scenery that has some SCASM code or used the FS9 BGLCompiler to compile certain model.mdl buildings is understood as backward compatibility because the FSX model.mdl compiles .mdl's differently. If the User has the original FSX or FSX/SP1 then cast shadows is not a problem with AI Plane textures vs the addon scenery that has backward code.
Only when Accelerator or stand alone SP2 is installed you now lose the AI plane textures (AI becomes invisible) due to the addon airport scenery and not due to something that is compliant. If the default KPHL or KBOS is FSX and cast shadows on aircraft works fine there then when I get to KJFK that is addon scenery and compliant the cast shadows will continue to work there also. To say
"The result is that aircraft will disappear (in FSX compliant addons)" is a contradiction when AI are visible at the default KBOS and not visible at the addon scenery of KJFK.
This is why some Users see a problem with AI not showing up and some do not. The AI Plane is actually there but just invisible when it spawns in the Active Visual Zone (which can affect other airports as well, KLGA). This also has nothing to do with the DX10 preview mode which if the addon airport is 100 percent FSX to begin with then the FS2002/2004 AI Planes are visible but the textures are white or gray (based on video card types) on some planes only.
Having some backward compiled code (SCASM or FS9 BGLComp) embedded in a FSX scenery is not all that bad but it should be tested for FPS issues, rendering of the ground textures and stated somewhere that cast shadows Must Be off for AI to be visible if the user has installed Acceleration or a stand alone SP2. Studies also show that some backward code will work just fine at one FSX addon airport but that same type code will not work at a airport halfway around the world or even 200 miles down the road.
When we point out to ACES that airport scenery and its related code has changed between the SP1 and the SP2 they do not have a answer except to say
Interesting. Note that this has nothing to do with the SDK itself. Something must have changed in the runtime
When certain code was written in SP2 it changed many parts of FSX/SP1 such as the built-in flatten that no longer exist with a runway, pushback tug behavior that moves very slowly and side to side, the increased radius of a User plane in a pushback turn, backward compatible code that works in one part of the world but not the other, issues with airport boundary fences, default aircraft nav lights embedded into the wings and of course the AI planes that are invisible (cast shadows on) when backward code exist in the Visual Zone sector.
Different design teams in ACES knows about all these issues in SP2 (now) but can only say to the 3rd party developers to go forward and not backward in their design efforts. Even the AI Planes that have been developed in the last few months are still FS2002/2004 and not FSX. The designers continue to use the wrong Wingspan and Empty Weight values which affects what runway ATC assigns and what parking spot the plane parks in regardless of how well FSDT designs the scenery or lays out the aircraft flyable/ground behavior.
The tall order you speak of is not on the shoulders of ACES (they know what they have to fix) but all those backward compatible issues still being used by individual 3rd party design groups.
Jack