the problem is that Orbx trying to smooth the turns for AI.
Which is not very useful, since AI will do a smooth curve anyway, even if two taxiways cross at 90 degrees angle, the AI will never try to turn that way so, it's a wasted effort and, unless the taxiway has a very unusual path but, 99% of the times, the AFCADs that works best are the simplest one.
Is there any chance gsx can be designed to skip/bypass nodes that are too close together or lower the tug turn smoothing if this event occurs.
GSX already works like this, and won't consider redundant nodes, very close nodes, overlapping nodes, and lots of other foul things developers places in their sceneries, although sometimes their creativity exceed our wildest assumption, for example yesterday an user pointed me to an AFCAD for a freeware scenery, that had ALL its parkings not connected to *any* taxiway...)
In the Pushback, GSX never tries to use all the existing nodes. It will only find a *final* node to push to, but it will then follow a path which will be optimized and smoothed by itself.
Of course, I cannot guaranteed the already present strategy to filter redundant data would always work in any case so, please, try to indicate all the steps to reproduce the problem. including ALL the following informations
- The airplane used.
- The Gate used.
- The Pushback direction you chose.