see but once again I cant lower the AI traffic density as Im flying online and never use offline traffic.
When I said "AI is the biggest contributor", I don't mean it's the ONLY one. If you are using a very dense airport, you might reach the limit even without AI or, with the lowest number of "AI" that are human pilots flying online. They are still Simobjects. Every objects count to the limit.
Dont know what traffic you are referring to but Im using FSLTL without injector.
Nowhere I said the problem happens ONLY with injection. It might just be more easily to be seen, because users might not realized they need to change the traffic settings on the injector itself, in addition to the traffic density in the simulator. But the limit is the limit, no matter if you reach it by injection or normal traffic generation.
Default ground vehicles servicing AI also contribute to the Simobject limit, and also static airplanes automatically created by the sim ( together with their associated default ground vehicles ) will. Everything counts, you have plenty of places where you can act on the settings to keep the number down.
Im not experiencing any fps drops or having invisible airport.
Nowhere I said the fps drop or invisible airports would always happen. That's usually the last stage of the problem, and a sure confirmation you are deep in the trouble, but Simconnect erratic data about jetways can come even without the first two effects. My reference to it was simply to tell the issue is far bigger than "just" getting erratic data about Jetways.
Arriving to the airport I had passengers walking in the air in unknown direction and now they are just simply missing.
In a recent update, we added more checks that, in any case we don't have proper data about jetways, we disable passengers altogether, both because lots of users explicitly asked us to do so, but also so users won't assume it's a "GSX bug" and would recognized it as yet another case of "objects missing" caused by reaching the Simobject limit (same as disappearing airports or objects), so they would look into the real cause of the problem ( too many objects ) instead of being mislead this being a GSX problem.
And it of course breaks FBW GSX integration specifically progressive deboarding. Never noticed it happening on departure. I had no such issues before SU12 and consequent GSX update.
Not sure what you mean here. In any case where GSX decides to disable passengers that would likely be in the air, because of bad data about jetways, the boarding is STILL happening, just without a passenger, but the LVars that addons can use to check GSX progress will still be set so, even if you don't see anybody, the process will still work exactly the same.