I will have to disagree with Ben A here about the stability of the engine being primarly due to dynamic objects within the infrastructure of the particular location of the player cam.
lol.
Either way, I believe that there are several primary points of lag in FPSC, and that the Dynamic Objects affect it the least.
First, I associate the single FPI condition "plrcanbeseen" to generate the highest amount of lag possible. Unlike what Ben A is indicating (or how I interpret it) separating enemies via rooms will not reduce the lag generated by this condition. To do so, you must edit the Enemy FPI script you are using to ONLY activate the enemy if the enemy is within the room, use of a zone will accompish this easily, although the diversity of avaliable AI scripts prohibits me from giving a simple fix that you can apply to any and all scripts.
Second, room construction and transition can rapidly bring FPS to a halt. All dynamic objects do not block forward rendering, this means that if there is a door that leads to a larger room, you will render both the small and the larger room. Similarly, if your doors go in a singular direction, you will render all rooms simutiniously. Use of windows acts similar to doors, with the exception of the degree of render. Windows can cause an entire level to render (because it is possible to see the entire level through a window) so be careful in their placement.
Third, Continual Physics Reactions. This means that you have a dynamic object that will continually undergo physical forces (like enemys and doors, but further more if you have a such a system setup [spawn a ball it bounces and despawn it, repeat]).
Fourth, Segment curroption. Now this WILL drop your FPS lower then any of the above methods, but the occurance is highly scarce. Basically, a segment in the level has some 'fault' that causes it to render wrong, this, in turn, degrates the FPS rapidly, and in somecases causes the game to stop all together. Removing and replacing the faulty segment repares this minor obstruction.
Fifth, Physics Chain Reaction. Once again, a massive FPS drop, but is specific to event. Basically, if you pile a bunch of physics objects together and set off an explosion it will freeze the game for several seconds.
Sixth, Lifts. This is a tribute to Uman for pointing it out, lifts will cause massive FPS loss, but the cercimstances are unclear. Once again, highly situational so is listed as a last note.
Six and a Half, Level Design. This is HIGHLY situational, the FPSC engine WILL cause lag all over your levels for indescript reasons, and unless you want crap levels (meaning a level that is bland and unapealing) you will NOT follow Ben A's advice to make 3x3 rooms (okay, 4x4) go big, but manage well. Remember that the more that connects to a 'main' room the more that is potentially rendered. And if you can't break the FPS lag, split the level up. But do NOT make a dull game just because the engine hiccups now and then, work AROUND it not with it.
Continued... Some hints in that regard is to make use of the teleporters (you can have any object teleport the player, but that isn't covered here) and separate the level sections. Either by distance on the plane you were on, or by incrimenting the plane number by 2 or more. Adding hallways between rooms ALSO helps reduce lag, as does pointing windows into blank landscape. Going 2 floors down [not by teleporter] increases to general sense of 'size' in a level and reduces the overall lag (as opposed to keeping the entire level on a single floor/plane).
Seven, abuse of dynamic objects. Only if you severly abuse dynamic objects with massive scripts and mutiple animations with 'allways active' on will you have lag because of it. Don't believe me? Put over 100 similar (when NOT abusing dynamic objects, you have 'groups' of things that will be dynamic) objects, perhaps 10 groups with physics on. On my 1.8GHZ laptop I didn't feel the horrible lag often discribed. Although, I don't run over 200 background processes. Add in Dynamic Lights here. They will cause a set amount of lag, but it isn't entirely 'bad' lag... until you have too many in a given location.
Your mod was deleted by the government.
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=811392