Now, before anybody asks:
- The whole internal of the terminal, is not loaded normally. In order to trigger a load, you must cross the inside perimeter (usually on foot, in Avatar mode), and only then the detailed interior will be loaded. Until then, it will just sit on the disk, not taking away any processing whatsoever. In normal use, inside the airplane, a way less detailed version of the interior will be seen instead.
- We are still working on some final optimizations, to allow passengers to be seen from the outside, but not when flying or taxing not particularly close to the terminal, and we'll have an option to disable the passengers with the usual YouControl menu, not requiring a restart.
- There are dozen of working display, which shows AI information in realtime. In this video, we use UT Live, so there's a small issue of not seeing the correct time of Departure or Arrival, since UT Live doesn't use a completely standard system of AI schedules and don't make that info available to other add-ons. But other kind of traffic, which use the standard schedule system, will show the correct departure/arrival times as well.
- The displays use the Render To Texture system in DirectX so, even if there are dozen of displays, they affect fps just like one panel.
- The scenery is made entirely in PBR, and it's compiled 100% using the P3D4.5 SDK (it will still work with 4.4 though, but not less than that). There isn't a SINGLE file made for FSX. The only thing you see there which work on FSX too are...the GSX passengers.