You're right crash.
The 3D models, the texturing, the animations, the special parts, etc... everything is very different between FS9 and FSX.
I mean, for some simple models, the creator *could* convert to an FS9 model, but he would have to:
- redo the texturing (to temove the bump-maps, convert to correct format, map on the object again etc...)
- rework all of the animations
- rework the panel in case he was using some special instruments
and that a lot of working hours.
And of course, all of the above is only possible if the 3D model (external+internal) is not too big, since the polygon-limit set by the FS9 compiler is much smaller than the FSX one (which is unlimited, I believe).
When a developper has spent many hours creating a plane for FSX, he certainly just don't want to spent additionnal hours to build a FS9 version. Also, if I understood correctly, the FSX SDK is more pleasant for the creators, or at least it provides stuff that was not possible before and they love that. Usually, they don't want to go back to the FS9 SDK once they got comfortable with the FSX one. Look at Tim Conrad, he was building some of the finests FS9 freeware models... now he totally switched to FSX models.
I don't think one can say that those guys "do not think about the FS9 pilots". Most of them have created models for FS9 for several years, and now they moved to the next generation. Those have done more than enough for the previous sim, they should not be blamed in any case.
