In my experience, I believe this issue is related to a small ‘performance/stability hotfix’ that may have happened way back in April.
It seems to impact not just this building, but tons of other assets all throughout the game. Not ‘all assets, everywhere’ but ‘some assets in many different places.’
There is/was a similar issue at Vesslan, outside the garage, regarding the boxes, vehicle station, and other assets near the storage building where the companion station is. Likewise, at a stone pile monument/cairn near a certain church in the north west end of the South Coast region. At Fiskeback, many objects (almost the entire town, around the gas station, or at least many assets, and a string of powerlines/posts) seem to be impacted. Practically ALL companion stations seem to also be afflicted.
It appears, to me, to be an issue with some bad ‘level of detail’ setting, or something. A rendering issue of sorts, something to do with bad distance/range data. A bit of bad spawn/rendering conditional scripting. I don’t know which different way of saying the same thing might come closest to being correct.
The issue does not seem to be consistent across different generation consoles. I’m on a plain old XB1, and these issues are painfully obvious and widespread—objects not loading in at all until they pop up under the player, or not loading in properly, despite sometimes being at ZERO DISTANCE, touching, or unloading instead of remaining loaded. Did some pretty thorough testing around with some other folks while part of a club, and one of the other guys was on an XB1S, and reported that he did have the same issue, but that it was not as noticeable for him in other places as I described to him. Another guy was on an XB1X, and claimed to have no issues whatsoever at the airfield roof, but DID see more obvious pop-in/pop-out elsewhere. Others on Series X consoles reported no issues at all. Others on plain old XB1 consoles like me reported the same issues as me at the time.
Likely that PS consoles with similar differences in generation/power see more or less the same differences.
Our findings in the club seemed to suggest that these issues were related somewhat to the decreased spawn/render range of other assets and enemies, apparently part of the ‘performance/stability hotfix’ that was supposedly intended to sacrifice render range for greater crash resistance. Smaller active radius around players in the game, fewer scenery objects loaded, fewer machines active or at least displayed, less strain on the system. Can’t say for certain that crash resistance really improved, but effective combat range sure as hell dropped like a rock.
XB1, maximum view range to enemy machines before the update was about 480m. After the update, that dropped by about HALF, to around 225~250m! No more maximum range .50 cal mayhem. Mentioned this elsewhere before, might have messed up a detail in the other post… Anyway, other users in the club on different tier machines reported different ranges when they checked things out, and ranges were different based on generation/power of the console. Worse than enemy spawns, scenery object spawns were noticeably shorter! Even shorter than the machine spawns. Machines render in before scenery objects like FNIX bases do, which can cause some machine/structure conflicts when the player does approach close enough for the structures to render in. Other structures behaved even more erratically, inconsistently. Different level of detail models/textures more obvious, object pop-in/pop-out painfully obvious on the lower end machines, and, worst of all perhaps, the airfield control tower roof unloads just as you reach it, just like so…
Bad update that should have been rolled back, waayyy back then, in my opinion.