A very interesting development
OK now I read both of the edits.
Well, ACP thing is very good, I am trying to understand it fully. dead/burnt-out ACP spawns at the same location where the ACP is hit, you say. Is this the case for "stationary" ACPs, or will this "same-spot-spawning" work also for the moving ACPs, as you know most of ACPs move, apart from the blockpost ones?
On the light issue on ACP debris, the light remain more than 15 seconds, I guess, tbh, I haven't measured the time before. But when you walk to the hit site, the light is there and stays there quite a long time.
Would keeping the flames upto that lenght of time hurt the performance, fps? I'd guess not, becuse I've noticed that Firebites did not hurt the performance, but then again, I had previously opened some resource windows for them, which they filled.
Helicopter bodies, well, yes, I read the edit... anyway it was a good idea, but creating a full body -if it had been a full body- would not quite fit as a lot of times choppers disintegrate, blown to pieces in the mid air after being hit by a missile.
But if the moving ACPs will allow spawning "dead" ACPs, then it'll look really cool.
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edit: dezowave team is redesigning levels, I'd assume they may have experience in those mesh matters.