I just wanted to add on to what Seb said, firstly starting by apologising again for the inconvenience this issue has caused. It’s not ideal and it’s never something we want our users to experience.
This has been the case since we were made aware of the issue, with each of the four devs working on Infinite Flight dedicating a large amount of time to this. It’s not an easy one to catch as the reproduction steps involve a flight of long duration, and since the crash is caused by iOS killing the app, we didn’t get any crash reports.
We narrowed down an area in the app where it was happening (scenery loading), but had to investigate further down the line to our frameworks that we depend upon. We created various test scenarios to try and understand the source, and we’ve been in touch with several providers and had worked with them to try and establish if the issue lay with them. After finding the source, we’ve waited a month for a (potential) fix from them, and it’s being implemented on our end this week to see if this resolves the issue.
As the issue wasn’t clear from day one, a lot of fixes were tested and scrapped, and major parts of how we load scenery were refactored (not something we could push as a hotfix as this has many implications which had to be tested extensively).
With respect to updates: Seb, myself and the rest of the dev team have been posting notable updates as soon as we had them on this thread. Sometimes things didn’t work and long debugging sessions gave no results to warrant an update with no new information. I’ll take on board your feedback though to how we handle that in the future.
More soon, hopefully. Thanks everyone again for your patience