Hi Spud,
Interesting question. The integration of select converted libraries that are also in OZx was a major architectural challenge since the goal was to make sure current OZx users still get the same experience that they have always had.
If the utility you reference is run, it does not delete anything. The utility goes into OZx_LIB and disables only the libraries that RTMM also uses (with the author's permission) by adding .off to them...it does not delete them. The very same objects that were in the libraries that are disabled by the utility in OZx_LIB, are also contained within the "soon to be released" RTMM converted libraries. As a result, OZx sceneries will pick up those objects that were in the disabled libraries directly from the enabled RTMM converted libraries.
It is kind of the reverse of what we do now where RTMM sceneries pick up some of their objects from certain libraries within OZx_LIB...instead, the OZx sceneries will pick up some of their objects from the RTMM converted libraries.
If anyone is concerned about an automated utility, they can manually disable the specific OZx_LIB libraries by adding .off.
However, deleting and replacing libraries in OZx_LIB with libraries from the RTMM converted libraries will not be possible for two reasons:
1. OZx_LIB Texture files are not compatible with FSX DX10 unless the users converts the textures to .dds files. This requirement is not consistent with the RTMM goal of providing one set of libraries that work for our FSX, FSX DX10 and P3D users right out of the box.
2. Even more importantly, the ukvfr part of the RTMM converted libraries (same ukvfr objects are in OZx) have been re-architected to maximize all three classes of users' (FSX, FSX DX10, P3D) experience. As a result, the ukvfr libraries don't match the names or quantity of ukvfr libraries in OZx_LIB. They do however carry all of the same objects. Because conversion is not 100% (some FS9 objects just will not convert because FSX no longer has the capability that FS9 had...e.g. conditional animation), we had to split the ukvfr libraries into objects that work in FSX, FSX DX10, and P3D and objects that will only work in FSX and FX DX10 (a small minority of objects but important). This was critical to make sure our FSX users still see all of the objects in the OZx sceneries that they saw before while also making sure our developers don't place an object, from the ukvfr libraries, in a future scenery that will not display in P3D.
Rod