it might be the way that i am sending the waypoints.
Let me clarify if i can.
Im sending waypoints from another application. My app listens for the waypoints, then looks after the simconnect side of things.
When i was testing, (i use one structure, with filled variables from the data sent from the client app for simconnect)
I would send the waypoint structure, and the craft would follow the first set of waypoints. If i send another set of waypoints, the craft would do nothing, it would stay on course from the last set of waypoints.
However when i used this call before setting the new set of waypoints, the craft would indeed follow its new set of waypoints.
I don't really know why, but at least on c++ with the SDK this worked for me.
Otherwise the craft would only take the first action.
You are alot better placed to tell me how this should work!
Out of interest, what would your approach be to setting a waypoint(s) on a craft, and then cancelling that request, followed by a new set of waypoints?
Id really like to get this working, as i would like to use this on a 64bit machine, and your managed client looks to be the best way forward.
It would be really usefull, as it would allow a taxi command to be aborted, or changed for craft on the ground, as well as letting me handle my own ai logic.
Thanks for your time
Ewan