hai_ok,
very well said,
I would agree with your comments.
Of course the EA version already has many unstable and buggy features which one would hope would receive a fix by V1, nevermind anything additional, which may add to that list, whilst extending FPSC capabilties.
I have tried using a single large terrain (.x file) as a segment, which did not work though splitting a large terrain into tiles which would require 160 pieces for a full level terrain, would certainly make terrain creation flexible I am not sure if it would work - it may do so.
In theory it sounds like it may work though you may have to make and place each terrain tile - 160 of them as individual floor segments - thats a lot. Even then I dont think it will work as floor segments differ from a traditional terrain (piece). Floor segments are composed of flattened cubes effectively while a terrain is a one sided (face)polygonal structure. Much different.
There are methods to generate a BSP landscape or other format enclosed terrain sections and have them composed of pieces giving a result of multi faced and enclosed pieces. These can be converted to .x files via various routes and may be an optional idea. Basically each piece would look something like one of the roof segments in FPSC. That might work but is a considerable undertaking overall.
Unfortuneatly I am not aware of any hard coded restrictions there may be in place preventing this, so it may be a great deal of hard work attempting this for no end result.
Maybe TGC could actually say if it might be possible or prevented by the engine hard coding? I have heard nothing from TGC re: terrains other than they cannot be walked over. Nothing too suggest that trying to overcome that may be possible by any method.
I will certainly give it a go sometime though I already have other stability problems to overcome first.