EPGD Gdansk MSFS

Latest version: v1.6 (2026)

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wlangusta
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Name: wlangusta

Re: EPGD Gdansk MSFS

Post by wlangusta »

Hi Stanislaw, hi Martin,
Thank you for the v1.6 update and for the full changelog.
I can confirm that in MSFS 2024 the previously reported duplicated windsock issue in EPGD has been resolved after installing v1.6. On my side, the windsock display is now correct and I no longer see any duplicate objects.
Thank you also for all the improvements included in this release. The overall quality of the update and the way the issue was handled are truly professional.
Now I am waiting for the EPSY update to become available.
Best regards,
wlangusta
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DD Stanislaw
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Re: EPGD Gdansk MSFS

Post by DD Stanislaw »

Hi wlangusta,

Thank you very much for the confirmation and the kind words — we really appreciate it.

We are glad to hear that the duplicated windsock issue in EPGD has been resolved on your side in MSFS 2024 after installing v1.6. Thank you as well for taking the time to verify and report back.

We also appreciate your feedback regarding the update itself. It is always helpful for us (and for other users) when issues are confirmed as resolved.
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Baltic
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Re: EPGD Gdansk MSFS

Post by Baltic »

Am I the only one really annoyed by the loud engine/GPU sound and beeps that can be heard at gates, even from inside the cockpit?

I actually stopped using the scenery a while ago because of this, and I'm a bit disappointed that there has been no improvement or workaround so far.

I tried deleting all the MM_sound_XXX folders, but the sounds are still there, which makes me think they might be embedded somewhere else in the scenery.

Is there a way to disable them?
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DD Stanislaw
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Re: EPGD Gdansk MSFS

Post by DD Stanislaw »

Hi Baltic,

You are not the only one who has noticed it, but unfortunately this is largely a limitation of how sound sources work in the simulator.

In MSFS, ambient sound emitters are simple positional sources and they propagate in all directions. The simulator does not simulate sound occlusion (for example walls or buildings blocking sound), and scenery objects such as terminal walls are purely visual elements — they do not affect sound behavior.

Because of that:
  • Sounds can still be heard inside the cockpit even if the source is outside.
  • Buildings do not block or attenuate the sound.
  • If a parking stand originally had static aircraft or ground equipment, the sound source may still be located in that area even if the statics are removed.
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Baltic
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Re: EPGD Gdansk MSFS

Post by Baltic »

I never noticed that the sound was only playing at some stands, specifically the ones with a static aircraft. Now that I know, I’ll simply reactivate the static aircrafts and avoid parking at those stands.

It would still be great if the sounds could be removed when static aircrafts are deactivated, although I assume it’s probably more complex to implement than it sounds.

Anyway, thanks for the quick response!
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