Same problem here, when moving with chaseplane over the road at some point it will appear normal, moving a bit further it goes up again...
Does your sentence "when moving with chaseplane" means it doesn't happen if you don't use it ?
Do you have serious testers?? I really doubt so... P3D V5 Versions seem to be super buggy...
I don't know what you are trying to say here. Do you find P3D V5 *itself* to be as bug-free as P3D 4.5 ever was ? We made sceneries that are compliant with the P3D SDK, which work flawlessly in P3D4 it's not as if we programmed the road at KLAX to be in the air, do you really believe that ?
Don't you recall one terminal at KORD V2 which floated in the air ? It was a P3D bug, and it wax FIXED in an Hotfix, we managed to do a temporary workaround but, in that case, we *were* able to reproduce it at least. But it was really fixed by LM.
LAX - floating road
Cannot be reproduced
CLT - (non existent) Night"lighting"
The problem here is opposite of what you might think. We checked users reports, and realized we had MORE night lights than there are in real life, since in real life most taxiways don't have any lights, but we have those in the scenery. So, we are a bit stuck here because, users reported taxiway lights as "missing" ( because they are "missing" in a sector ) but, if we really had to do a proper fix that would match reality, we would have to REMOVE taillights even further so, users would then complain we made the fix worse...
IAH - Transmittiontowers on the apron
JFK - Airport eqipment on taxiways
Neither of these are happening here.
However, it will surely happen if you refused to upgrade the AFCAD when the Live Update prompted to do that because, since the the default scenery in P3DV5 changed, we had to update ALL our AFCADs to exclude default objects by taking into account the different default scenery.
But if you kept your modified AFCAD, you must redo the Exclusion zones yourself.
DFW - Dont we all love looking out the cockpit during bright daylight and enjoy pitch black groundtextures at the gates?
GSX - AI detection
Which work just fine, but I must admit we tested only these two cases:
- Default AI
- Ultimate Traffic Live 2, to ensure GSX works with AI traffic generated programmatically with Simconnect.
I'm sorry, but it's impossible for us to test all the possible strange combinations of multiple freeware products that users have.
GSX crashing often enough
If you think GSX is "crashing" ( a GSX crash is when you see an error log from GSX ), then please provide a PROPER error report, with your error log and, when this is done, we ALWAYS fix that crash, because THAT one IS a "GSX crash".
If you think GSX caused a crash to the sim, it hasn't.
There's a known bug in P3D V5 Html menu, which results in the menu being stuck, and the clear proof it's not GSX fault is that it happens with the default ATC menu as well and it's not fixed by restarting Couatl ( the simulator itself is stuck ).
And there's another known bug that, if you revert to the previous Scaleform menu, the sim *can* crash with a VCRUNTIME.DLL error, randomly, when you open the menu several times, and the clear proof it's not GSX fault is this ALSO happens with the default ATC menu as well.
Vehicles run into each other
This has been explained so many times: vehicles are not really "aware" of each other, because doing that will open a whole new kind of problem that would be even more annoying of vehicles HARMLESSLY "crashing" into each other, that would be vehicles STUCK, yielding to each other so, we obviously chose not try to do that, and instead relying on either customizing the start positions OR users calling services in a sensible way. If you are using automatic servicing, this might happen more frequently, because you lose the ability to prevent vehicle clashing into each other if you let the services running automatically, this was an option we added because users asked for it, but I think it's best to call all services separately.
User Vehicle / still no textures
You mean lack of DirectX 12 support ?
This has been explained so many times as well: we are not going to try to convert our DirectX 11 code into Direct X 12, it's just too dangerous ( see how much issue TrueGlass caused in V5, I'm not even sure all the DXGI crashes were fixed ), and we always put reliability before anything else, but that's not the only reason.
We made heavy use of True Type Fonts as well, which required DirectWrite, which is an API that has been REMOVED from DX12, and because of this we decided to just move away from DX12, since P3D 5.1 added a new kind of Render to Texture method, based on Html5. However, is still missing features we need, like support for non-square textures ( ALL GSX textures are non-square ) and support for higher resolutions, which we reported to LM hoping both will come in a future update of the sim.
/ Dude still tries to convince me I shouldnt start engines at 0°C weather and sunshine(I must have done hundreds of pushbacks myself, unless there was heavy snowfall I NEVER waited until push was complete to give the engines clear...)
This must be airline or airport dependent, because we have been asked by users that work on ground handling, that turning on engines in slipper conditions might be dangerous for the towbar. You are making it look as a "bug", when should have been obviously clear this was made intentionally. So yes, we might add another OPTION to disable it.
And I am not even gonna start on the AFCAD positoning
I really don't know what you are referring to here. This is the KLAX forum, are you referring to AFCAD positioning at KLAX ? That would be an example of the most possible precise positioning we ever made, because each and every parking has been carefully tweaked to work together with the GSX customization.
If you are referring to other airports, then please open a proper report with a proper example in those sceneries support sections.
, blurry ground textures and dynamic lighting.
Again, I don't know what you are referring to here. Are you referring to KLAX ? Assuming you are, KLAX has a ground resolution that was ( and still is ) perfectly fine when the scenery was made in 2011.
And, as explained so many times already, it REQUIRES to use 4K textures because, we haven't used 4K to do "ultra resolution", we used it to get more fps, which means we used the same overall resolution of other sceneries we made around that time but, instead of using many 1K textures, we used very few 4K texture. Moving up from 1K to 4K DECREASE the number of textures by 16x AT THE SAME resolution.
Which means, if you use 2K or even 1K textures, you are *downgrading* the scenery resolution to what is supposed to look like.
So, if due to the fact P3D V5 is at an higher risk of crashing when close to VRAM exhaustion, you decided to set it at 2K, it will look bad at KLAX because, of course, we couldn't possibly anticipate in 2011 that in 2021 a new sim would came out that would denied users from the ability to use 4K resolution that worked well EVEN IN FSX! And of course, we couldn't possibly anticipate that buying a video card with lots of VRAM would proved to be so difficult.
But at the same time, you cannot expect or demand we'd update a scenery we let you use FOR FREE in FS9, FSX, P3D 1 to 5 without ever charging for any updates ( yes, KLAX compatibility starts with FS9, and use the same license ), doing a very complex makeover to convert from few 4K textures to *many* 1K textures ( losing fps in the process, of course, since 16x more materials will affect fps ), just because a new sim is quite unreliable when lots of VRAM is used.
About the lack of dynamic lighting, I'll stress AGAIN KLAX it's a scenery that was made for FS9 and FSX, in 2011, and it features one of the BEST STATIC lighting out there, because obviously nobody could possibly anticipate something like DL in 2011, since it first came out with P3DV4 in 2017, so we obviously used it for our sceneries that came out *after* that date, like KCLT or KSDF or LFSB or KORD V2.
Retro-fitting KLAX for DL, which was a scenery *designed* for static lights, would be similar to redoing it from scratch, and it will be likely have a huge impact on fps, in an area that is ALREADY heavy on fps without even adding any add-ons so no, it doesn't make any sense right now, considering the airport itself is undergoing a big upgrade so yes, we'll likely redo KLAX in the next years, although we cannot possibly be sure in *which* simulator will work.