Thank you, captain hindsight! Sadly i keep the game up to date through steam and dropping it in the mods folder results in a game freeze when attempting to load the map. And the same happens when i try to load American Road, but not any other map.
This map and American Road are the only 8km maps. This leads me to think its a system problem because large maps like this put huge loads on hardware. You will need 8gb of RAM for either map to load. Ive recently switched from Windows 7 to 10 which handels memory loads smoother. I've also upgraded from DDR3 RAM to DDR4 for 2x faster load times.
See, that's just the thing. I have 16. I can run tennessey and Desert Map just fine, takes a while to load of course but my game runs 16x16km maps fine. Its just these 2 that gives me problems. And i highly doubt i would return to win 10.
Sorry for not coming back before, I got a new job lol Anyways, (as it's written in the document) when empty, it uses the default BeamNG folder in my documents. It's intentional. Go to this folder, copy its userpath and paste into the "startup.ini".
I was just going into troubleshooting with him. Well, BeamNG does works in WIN 7, 8, 10, even VISTA I think... (My friend Jordann got it running on his Vista, but it lagged a lot, his PC was quite weak) It might even run on XPx64 but there's surely a limit for it. I tried limiting my virtual memory to 2gb, and this map stopped running on my 8GB WIn10 PC... That might be a problem: RAM usage. --- Post updated --- If it was working before, you changed it and it stopped working, you changed to the correct folder then it stopped working, then you probably wrote it incorrectly, or have multiple BeamNG folders. Leave the userpath empty again and check if it works again. It should :c
It was never working. Userpath empty, 16gb RAM (again). I found no reason for this to not work, yet it works on other systems, so its not the mod itself. I dont know how good compatibility works for Win7 64bit or if i just have a bad luck and some hardware spec of mine is creating issues. (i got an AMD card after all)
I built the map using Win7 64, and old AMD hardware with 12gb of RAM, so I don't see any reason its that. Id be willing to bet its your install not being right in some way. If you haven't done so already; Id suggest that you try doing an integrity check in Steam. If that doesn't help, try doing a full reinstall. Ive never ran into a problem with my mods conflicting with other mods, so that's probably not an issue, and I think that's generally a car type of problem.
Verystrange. My stock spawn car is a stock pessima with no mod parts. --- Post updated --- Yeah, no, even after verifying files in beamng launcher and in steam the same issue persists. Im in a complete loss of ideas.
Well from what I've seen this is a damn good map, but when i try to load it when it starts "building roads" the game crashes. Is there anything you can recommend that might fix this problem? PM me if if you have the time.
That problem is mostly with 8k maps. There aren't that many this size, so you might not have experienced it before. Try American Roads, its another one I know is 8k.
If user has disabled swap file, then that might cause map not to load, it is known to happen some times, even whole memory is not used, from some reason Windows/game likes to have good chunk of swap file.
Great work on this map! It has taken a lot of practice to learn turn by turn, but I am finally approaching something resembling a cohesive knowledge of the entire road. The only note for critique I have is this- the AI absolutely refuses to cross the split section of the road at the +/- halfway point, and always makes a U-turn. Regardless of mode, it seems as if the AI thinks the world ends right before the road splits, and that the only way forwards is back the way they came. This hasn't hampered my enjoyment of the map too much, but is an interesting sidenote that has forced me to practice the top and half portions separately when pursuing a vehicle. Aside from that, everything else is simply awesome -
There's one problem. If you spawn two cars. One at the starting line, the other at the finish line. Set AI to chase, then the AI start to do some funny things. Random is ok though.
When the AI is on Chase or Flee, it's because Navigraph (Path for the AI to follow) is cut off at the two-road section. Guessing @Ewanc totally forgot to add those Decalroads in.
I found the messed up decal roads, which are at the Glen Cove Lodge road split. I just need to decide which side of the brake check station to have them take. In the hill climb races they use the left side going up IRL. It sets you up better for the sharp corner past the split. Ive been taking a brake from levels, but with winter freezing over, I should be doing a few inside projects.
I'm not sure if many use right side at all as indeed line will be better when going left side. Issue would be only with civil driving I think, but there perhaps is less of that kind of use. One thing I was wondering if there could be a way to set AI to choose different side based on speed AI vehicle is going, but sadly I don't know of such.
As far as I know paving of the course was gradual. Are you considering doing the mixed surface course? Maybe just one or maybe doing the years of all bigger additions. I reckon it would be quite cool
Hi Ewanc, have you had a look at updating this AI map. I would love to do some runs with AI to the top.