Oh oh, nice catch! I spent lot of time yesterday trying to reproduce this behavior using only ISI content, missed that one!
I believe I found the issue with my Miata Mods. The following instance name in the .gen file creates the bug Instance=SUSPENSION If I change this instance name to something else, everything works perfectly. I hope this helps in some way. I'll be releasing version 1.2 of all 3 mods soon
The suspension is deformable, that's how it moves with the wheels. I know we changed how this system works a while back (several months and at least a couple builds) to be much more efficient, but I think it's also a bit more complicated. I don't think it has been directly worked on lately, but as you know sometimes one change inadvertently changes something else.
I know the bug was/is present in the newer builds, because I tested it. I figured out how to fix it, by changing the instance name and released an update to the mod. My other comment was out of frustration and unwarranted - I apologize for getting so frustrated.
I'm just confused by how a single instance name (Instance=SUSPENSION) can trigger such a bug. I changed nothing other than the instance name and it fixed the issue. Are there restrictions on what instances can be called?
Here's a quick video showing the issue in DevMode of build 770 And then showing how just changing the instance name resolves it.
Instance=SUSPENSION is the 'old style' suspension, where there is a single suspension mesh for the entire car. Modern car cmps use the Instance=DEBRISn style of suspension meshes where there is an individual susp mesh for each wheel, which can be detached in a crash. I can't find any car which has used the old-style of single-mesh susp for many years. It is supposedly still supported, but has stopped working consistenly in the latest builds, still trying to figure out why.
Thanks for the info. I am only using a single mesh for the suspension. It's a graphical relic leftover from the rF1 version of the mod . I will update it in future releases to use Instance=DEBRISn
I was looking at the Nords V1.65 track problem where there are no trees in build 770 (32+64bit). It's not my track by any means but nice to try getting it working. The good news is I did, well sort of. I tried a few different things to begin with without success:- I changed every instance name in the scn file using Notepads Find and Replace option to change all instance names to something different to see if it was same as PlickBadger's problem and fix. No joy there, still no trees. Loaded all trees into 3Dsimed3, re-saved them, rePacked them. Still no trees. I noticed in the scn file all the instance lines for the trees are near the bottom of the file. I thought I would see what happens if I moved the trees from the bottom to near the top of the file so they get loaded first. Low and behold the trees showed up when trying it in game. yeah I thought I would see what happens if I moved all the Road instance lines to the bottom of the scn file and sure enough all the roads did not show up. I don't know the reason for this. Why are the objects near the bottom of the file not showing? Is there a limit now to how many instance lines you can have in a scn file? Nords has many. Or maybe something different? Sorry to hijack your thread PlickBadger . DJC
Not my thread any more Joe clearly stated that there was some type of issue using the old single mesh suspension graphic method. When I renamed the suspension mesh instance, it bypassed the issue. If there any further updates to the miatas, I'll modernize the suspension mesh instances in the .gen file, but I don't think it has any effect other than visuals. It sounds like you have found some other type of issue. Possibly length of .scn file?