Let me preface this with the fact that I literally drive pushback tugs for a living.
So you are not a programmer, which explains how wrong ( and a tad offensive ) your subsequent comment is:
This is potentially the stupidest piece of logic that has ever been written into any flight sim addon ever.
It obviously isn't, in the context how ground vehicles in FSX/P3D work, something GSX must in some way adapt to, which you clearly doesn't seem to know anything about, yet this didn't stopped you from commenting in such way.
Yes, OF COURSE we obviously know the REAL truck are very maneuverable, have selectable steering modes including all wheel steering and such. We have their user manuals, we have their specs, we know what they are capable of.
Your mistake here, is to assume this could be replicated *precisely* or easily in the sim.
First, ground vehicles in the sim DO NOT support all wheel steering. There's not even anything indicating if a particular vehicle has front or rear traction, let alone all wheel steering. And, the whole concept of ground friction/traction, and the eventual effect of slippery surfaces based on weather is just not there.
Some of this is present, in a very rudimentary form, in the User Airplane simulation but, it's very rough and very inaccurate and, some 3rd party airplane developers even went as far as replacing or meddling with the flight model parameter ( in real time ) when the airplane is on ground, to at least try to add some realism which is just not there in the sim. And the Ground Vehicles simulation is even MORE SIMPLIFIED than the User airplane simulation.
The way GSX moves vehicles is somewhat an hybrid between using the default ground vehicles simulation and parameters and its own simulation, in some cases we use everything default ( for example when a vehicle comes from far away ), in other cases we move the object in a custom way, for example to line-up more precisely with the airplane doors, since the default simulation wouldn't allow that with the precision we require.
This because, using the default methods is BEST FOR FPS, since we don't have to constantly update the objects positions and calculate all their physics in real time, especially when there are many of them on screen moving at the same time. Well, it's not exactly and "fps" issue, because our code runs externally from the sim, so it's not capable to "slow down" the fps. However, to prevent stuttering, we should be able to complete all calculations for all vehicles in less time than the frame time so, for example, if you are running at 60 fps, in order to not see any stuttering, all calculations for objects that move MUST be done in LESS than 1/60th of a second, that is 16.67 ms.
This is usually the way GSX works for almost all its vehicles, EXCEPT PUSHBACK. During pushback there aren't many other things moving around ( the user airplane and the wingwalker, usually ), so we could afford a more customized algorithm, because it's a more complex system that needs a custom kinematics, so we are almost entirely custom at least in the actual pushback stage after the vehicle is positioned but, considering is still a standard Ground Vehicle, we designed the way it moves based on how the standard ground vehicles work, even adding things they don't support, like the distance between the wheel axles, but we still don't have all wheel steering.
Would be nice to have all wheel steering in the future ? Sure it is, of course this will complicate the math and the code quite a bit, especially considering tow truck can be in different steering and driving modes, such as RWD with 2 front wheels steering, AWD with 2 front wheels steering and AWD with 4 wheels steering so, ideally, we should be able to simulate them all.
But right now, we don't have that which means, OUR Pushback doesn't have the same maneuverability in the sim compared to its real life counterpart and, if we just ignored the parking size restriction, it would be more likely to see weird moves that most users would associate to a BUG.
Yes, of course, those would be easily fixed by tweaking the starting position ( which by default is driven by the parking radius, but can be changed ), but most users either don't know that, or don't want to do that, but they'll surely notice a strange or impossible turn, or an 180 turn, and that would look like a WORSE BUG than seeing a smaller vehicle in a smaller parking ( which, again, can be easily fixed by making the parking larger ).
So no, the parking size constraint is NOT "the stupidest piece of logic", quite the opposite, is the CORRECT logic considering how GSX will work.
Obviously, if we'll ever have all wheel steering in a future version, that "logic" can be easily removed, because is not even a "logic", it's a parameter in the SIM.CFG of some of the larger Pushback you can even change yourself:
Example of the file Addon Manager\Simobjects\PBR\FSDT_Pushback_02\SIM.CFG
condition = %(aircraftWeight)g >= 180000 and %(parkingRadius)g > 12changed to this:
condition = %(aircraftWeight)g >= 180000would remove the parking size "logic", leaving only the selection based on the aircraft weight