The DirSet system has been used since 1.28c
The traditional way of modding EAW was to put files in the root folder. Filemanager programs were written to do this.
OAW would place copies in the root folder and delete the copies when needed.
So files were being continually added and removed from the root folder. This causes disk fragmentation.
Disk fragmentation raised its ugly head when multiskins came in. In my "B17G_01" skin folder there are 302 files of which 119 are TPCs. It is the 8-bit version and the 24 bit would need another 119 512x512 BMP files, making around 420 for just one skin. Multiply this by several skins, and you can see why disk fragmentation accelerated when skin copies were loaded for one scenario, then deleted when the user switched theatres.
The "DirSet" system uses files which the exe reads to find the paths to the files it needs. The files themselves stay put, so apart from the "Dir.set" file no files are copied to the root folder or erased from it.
The original EAW had many faults, the worst of which was having 30 individual skinfile sets, 30 individual *.flt files, but single "pnames.dat", "planes.dat", "loadout.dat" and "FSMPLANE.WSP" files containing the data for all 30 planes.
In the 1.28 development we fixed that, made "planes" folders, so that we could use planesets containing "PDir.set" and "FMDir.set" files. However, we were still locked into the slot system.
That "B17G_01" folder is for Slot 6. If we wanted something else in slot 6 and to have that skin in slot 7 then Mike would have to produce a second version of the identical graphics using the "PB24A" names instead of the "PBB17" names.
The slot free system wad introduced as a massive breakthrough in 1.30, and has continued in 1.40.
It does not use the "PP38H"...."PV1V1" names at all. They all became "Plane".
Only one version of the skin folder is needed, because it can be used in any slot. This saves the modder time and effort, and there are fewer files needed by the player.
Plane builders do not need to worry because they can still make their files using the old names, and put them in the root folder of a 1.28 set-up for testing. When they are complete they can be sent to Sandbaggers and downloaded for use of players running EAW 1.2....1.29. They can also be downloaded for conversion to 1.40 format using the conversion software, giving us the best of both worlds.
At this point I must declare that I am no longer interested in developing exes other than EAW140. It has other features that previous versions do not have, and I am not prepared to add them to previous versions such as 1.28c/e/f and 1.29.