It is very strange. I downloaded the Akina.zip from VeyronEB's post and modified mtakinav10.zip, I have crash sounds back, but other levels keep crashing if I try to load after playing akina. I will keep messing with it, see if I can't figure it out. Other than that I love the map, it is a lot of fun to drive, this weird bug aside, it is great work! and the tree's are a great addition, thanks Veyron!
Im getting stuck every time i get on the guardrails pls fix i cant drive 100m without getting stuck but nice map
When i go in-game and start the map, i spawn and immediately fall through the ground. Doesn't matter on which spawn. I just keep falling through the ground. Help.
That's probably because your game is running version 0.11. The newest version is 0.13.0.5. Either you got a pirated copy of the game or you didn't update it.
Hello, I am having an issue where world editor (F11) is not opening on this map and only this map. Do you know about this and is there a way to fix this? I am asking as I wanted to add a tod object a working time of day.
Too many textures / too little shared UV maps / too much small separated UV maps can cause very high drawcalls, which bog down single core of the CPU, which bring FPS down. Only 128 000 polygons are drawn here (out of only 2 million on this camera position/angle), drawcalls are over 4000 and FPS barely stays at 60 without a car. Car adds around 700 drawcalls and usually absolutely maximum drawcalls with a single car are 4000. 10 000 000 polygons are usually not a problem for performance, if there are enough small amount of drawcalls. It is pretty bad near the top, first tight corner when going from top to down, with some cars I have seen well over 8000 drawcalls here, but I lowered visual distance from 4000 to 1000 as this map does not need very long visual distance. It is only about 3 million total polygons on scene which only 1M are drawn there. You can use this free tool to examine even other games than BeamNG of how they manage: https://software.intel.com/en-us/gpa It is boring work to improve performance, but it should be possible to make this map run at least 60% faster (probably 100% faster) with combining textures and redoing UV maps. Edit: Oh yes, that is about v1.0 Update2: V1.1 is bit better as 3D trees do get batched up bit better, however it still is very heavy map, probably not because of trees, it is all those other textures being each for their own kind I guess. Anyway though I share as this stuff is not discussed too much.
Whats with all the weird signs? 40/15 speed limit in white and red, Blue octagonal stop signs, etc. I know I should probably ask the original creator, but it would be easier if anyone knew the meanings behind them. Love this map btw!
Is this map still being worked on? I would love to see AI here (Even if it'd be difficult I bet, It'd be worth it. That way, I don't need a friend to recreate Keisuke Vs Takumi)
There would be no intersections, so AI might actually be even usable on this kind of map. Any added intersections make AI behave bad. It might behave bad where previous decal road ends and next starts though, so that might limit usefulness of it, but I would guess it should be easier to make for this road than most of other maps.