theres something wrong in my pc. The game crash in devmode while loading and if I package it.. its the same. I did a file verification and didn't change. Any thoughts? I fixed it. it was putting more IAs than garage spots I think
well you should enable trace logging via this command to the start settings on steam. on the properties and startup settings. +trace=5 +traceFlush Then you post the log to here and i will take a look at it
And no mas files in devmod location folder Or you have ctd Reminder About devmod Make sure you haven't .Mas files in your vehicles and locations folder -If you have a mas like brmGMT.mas and brm\GMT\ files too devmod crash -same logic with all other files -i have only sound.Mas in my devmod So move your mas files out of devmod I saw that if i have only one mas file like above Devmod could crash always with all cars and all tracks if your devmod still not work: -try to move off all your projects (cars and tracks) -keep in devmode only skipbarber and Loch Drummond contents -delete moddev/userdata/ dir and files -then try skipbarber at Loch Drummond
I gave it a quick run. I'm seeing big gaps mostly on batonschleife. Sudchleife seems ok. but in nordschleife I see a micro gap or misalignment between the track and the sidegrass (##grassterrain_sub# objects). Maybe the solution to this is lowering the track 1mm or 0.5mm. Seems the track its a bit higher. Will log the rest of the bigger gaps. I dont know if you can see it in this pic.. but ingame you would see small dots between the objects. When driving the micro gap its noticeable maybe 30 40 meters ahead. on the side of the car you cant see them. Maybe heres you cant see it either.. but if you close up in 3dsimed yo would notice the track some milimeters higher
Im packing a new version with xsectors and then it should be mostly workable at that point. you can lap the track and log the surfacegaps, the ai is mostly setup, it just requires more garage spots on the garage and someone to do a fast line AI line, and the blockingline for the track
As for logging the gaps, there is a function in Crew Chief that allows you to push a button and it will log your location in meters(I think) around a lap. I think the name has changed, try the Landmark command
Pictures work better for me as i know the track pretty well myself so i know where the distance is on the track as i have a good 3d modelvision on my own head so i can see the model in 3d on where exactly it is.
I think I managed to recover all the vegetation https://www.facebook.com/video.php?v=4496079127112405
Lol I use Firefox which has a Facebook blocker, so I can't see the video without allowing FB back in my life....
Heres a wip package. I think IA doesnt work. but should be good for testing in practice session alone with any car. We need somebody that unpackage this and builds aiw files. Ideally in all variations. nordschleife, sudchleife, batonchleife and gesamtstrecke. Deleted link. This package had a lot of duplicated objects. Its unworkable.
Anyone who likes to help us with aiw files is welcome. I will send you the devmode folder. Welcome aboard! hahah
i think this could be useful: https://forum.studio-397.com/index.php?threads/tutorial-aiw-recording-from-replays.70873/
the main problem for me is that the track is so long that it would take a long time to perfect a lap around it to get the blocking line and driving line the main issue for me is that the track prettymuch requires a wheel so i dont make any mistakes driving on the track. and since im stuck to a ps5 controller i cant lap the track fast enough with the cars i have as they demand perfect laps around the track unless i trained alot. Main issue now is that i have tendon injury on my wrist cause i used the ps5 controller too much so i cant drive for a long time on the track. So if someone can lap around the track with a car i can probably load it on into the devmod and do the AIW file from there. I will generate a rudementary aiw file for the track with gridslots and such and it should be pretty okay.