People are actually waiting for this to be fixed before they buy GSX Pro...
The mistake here is assuming is something that should or even COULD be fixed by GSX, when:
- The problem doesn't happen with default multiplayer, ONLY with vPilot.
- GSX doesn't know anything about the network, it doesn't transmit any data, it doesn't even know you are running on a network.
The one that recreates the airplane on the other side of the network is vPilot, and I guess it does it by reading the airplane latitude, longitude, altitude, pitch, bank and heading that has been transmitted over Simconnect.
Clearly, the data set locally by GSX can't be wrong, otherwise users would see the problem locally as well. What happens to that data after GSX set it, is completely outside our control, how it's transmitted and interpreted is nothing we have any influence over. We just set some variables over the user airplane, and that's it. What to do with this data, it's up to vPilot.
As I already posted several times when asked, my GUESS is that vPilot developers haven't realized something CHANGED in the way the airplane pitch is handled in MSFS Simconnect compared to FSX/P3D.
We don't know if this was a bug or an intentional change, we only know (for sure), that if we try to set the airplane pitch, (which we only do with a towbarless tug and if the airplane profile specifies "Pushback Raise") in the same way as we did in FSX/P3D, the value would be completely off, the unit of measure is not the same, as if radians and degrees are exchanged or not what they seem and again, we don't know if it's a bug or an undocumented change. The only thing sure is, the airplane pitch variable works DIFFERENTLY in MSFS.
So, again, my GUESS is that vPilot software, when receiving the pitch variable from the network, is interpreting it in the same way as FSX/P3D, which will result in values completely off. I don't know why the problem happens only when GSX start pushing, maybe they are detecting something like the airplane on ground or not that is linked to the fact we freeze the airplane while pushing, so for some reason it triggers an assumption the airplane is no longer on ground, so it need to be controlled in pitch as well, and PITCH HAS CHANGED.
Again, that's only by guess, but perfectly explains why GSX works with vPilot in FSX/P3D.