Critical problem with normal maps in MSFS (Blender workflow)

I don’t know. But I found out that now that I can see the most problematic faces in Blender, if I rotate their UV mapped face 180 degrees they become the same as the others. So UV mapping plays a role there. It doesn’t fix the problem completely if i rotate every bad face manually, things still look fishy in MSFS, so I still suspect the directions of normal maps are not right anyway.