Yes, it's just a matter of setting the position of the object after it's loaded. I only mention breaking up the ramp object because I was playing with various terrain techniques and a few of them used one large object for the terrain. Frame rate dropped by 75% when using a single object, but went back up into the 300s when using a multi-object terrain. The reason being (I read this in another thread) DBPro uses per object culling, so if any portion of the object is visible on screen then it draws the entire object each frame. When the terrain is broken up the objects not visible in front of the camera are not drawn. Whether the entire park as a single object is slowing you down a lot or not, your framerate will still go up if you make them separate objects. Some of that depends on your scale as well. If in your game these ramps aren't that big in proportion to your player, then it may not help as much as if the park is huge in relative scale to the player.
The sync rate is also a factor, and may solve all of the slowness problem you're currently having. Down the road as you get closer to completion with more details and models and effects, the above may have more of an impact.
Nice park model by the way..
@Scorpyo
Is it that difficult to handle collision across multiple objects? If so then the multi-object terrain path may be more difficult for me than I originally anticipated.