Brad,
Thanks for your response and attention to this issue. It seems like a subtle difference, but it causes big problems.
I'll try to explain it better and I've attached a couple images to illustrate.
When we want to continuously monitor a pilot for altitude or other parameter, we create objects as shown in the visualization. What we want is to check for out of range and then trigger a dialog but not too often - for this example 10 seconds before it can trigger again.
If you deactivate the trigger, you need to activate it again later and that creates a loop that is hard to shut off since it can re-activate itself asynchronously. So, instead, we chain together the text warning, dialog warning and a 10 second delay.
In 4.1, 4.2 and 4.3 this works perfectly because after the trigger fires, it starts the chain of child objects and does not re-arm and fire again until ALL are complete.
In 4.4, the trigger fires the text warning and subsequently the other children, but does NOT wait to re-arm and fire so the text gets fired every 8mS or so and the dialog repeats constantly - "return to 2000 feet, return to 2000 feet, return to 2000 feet", etc. Although we have all met instructors who do this, we prefer a 10 or 20 second delay before the next warning :-)
This is the simplest example I could send, but there are other, worse manifestations of this problem. Another remaining bug in SimDirector (all versions) is that if you enter more than one OnCompleteAction, the order of them is respected at execution time, but SimDirector itself often scrambles the order when a mission is loaded, edited and saved (even if you don't edit those objects!) I can send you an example of this too.
So the lack of preserved order combines with the above problem to cause incorrect timing sequencing of objects. For example, if an object has two OnCompleteAction children, one is a dialog that leads to other dialogs, and the other is an ObjectActivationObject, you can't guarantee the Activation will happen before or after the long chain of DialogActions, which can be many seconds later. To get around this, we re-coded all our missions to only ever have a SINGLE OnCompleteAction since SimDirector scrambles their order on saving.
Let me know if you would like further clarification. These issues are real, repeatable and troublesome - and I'm sure not hard for your team to fix once they know where to look. We are software developers too and understand the huge workload you have with P3D - it's impressive. We are happy to help with regression testing as well.
I don't currently have 4.4 installed anymore, but I can re-install and create traces and send you the .xml files in the next few days.
thanks,
jim
https://1drv.ms/u/s!AjUX4w6_jSX7cW4sbrQyhj2oqsc
https://1drv.ms/u/s!AjUX4w6_jSX7chHh6YZHGklfoJM