Other idea was maybe to check the loigic ( i think a A* one ) how GSX finds the path. Maybe there is potential to optimice the path?
GSX obviously uses A*, and it's of course totally "optimized". But that's just the START of what it does, because that algorithm it's only useful to calculate the shortest path along a graph, but it doesn't say anything about how the vehicle will DRIVE over the nodes. In order to do that, a second step is to create a series of bezier curves between the nodes, so the vehicle can drive around smoothly, instead of abruptly touching all the waypoints.
In some cases, when there are nodes too close together, which usually happen on 3rd party sceneries made with unnecessarily complex nodes layouts (no, they are not any more "realistic", because FSX won't follow them precisely anyway so, it's best to have less nodes, not more), it might not be possible to mathematically solve a bezier curve, since the car shouldn't obviously turn over itself (the distance between the front and the rear wheels must be considered), so the path chosen might seem strange, but just because it was the only one that could be calculated on that network of nodes.
I am using P3D v3.3, maybe the Problem can be there ?
The problem it's the scenery, as I've said. Too many nodes close together, so they are thrown away because they are not mathematically solvable.
I'm fairly sure it doesn't happen on any default airport.