ok, I should have stated, running the full course with 29 AI + my car = 30 caused the crash at the very end of the progress bar. Same with the Oak Tree Version. I'll get some more time later in the week to experiment.(I was REALLY looking forward to driving the Oak Tree Full Course..Loved that corner )
Strange that! I tested the full and oak tree with 31 AI and all was good. BUT we were having strange issues with both Patriots and the South where they would work in dev but crash the game, so nothing surprises me. SS made the Patriots AIW about 10 times and I did it probably 5 times before I worked out what was crashing it. We'll look at it and see what we can do.
@Nibiru Here it also crashes if i load 29 ai on the full track. In the trace file i have seen the warning 'waypoint.cpp 1252: waypoint 1204 has no prev waypoint! this is very bad!' Waypoint 1204 is the first one of the pit extension path waypoints ( i guess it is the extension). Maybe it wasn't 'tagged' with the 'cap end of path segment' function. If i remember right, chris (redapg) once told me, that this can cause strange things in the single and multiplayer, while it runs without any problems in devmode. Maybe this can help to fix problems.
Really enjoying this track. The max number of AI cars that can be used on the full and oak tree course is 25, any more and it crashes back to launcher. Also during practice only three cars did more than 8 laps even after 1hr. Hope this is constructive criticism and keep up the good work. Thanks again.
Hmm thats odd. None of the tyres or guardrails are collidable BUT there is a collision mesh for all of them. I've just checked and the collision mesh for those tyres and guardrails is there and set to collide. I'll sort it out. 1 way or another.
Only thing I dont like about this track is that when you put a wheel on the grass and lose control you are going to travel all the way to California
There are several areas where that happens in real life. The Hog Pens, the end of the esses. Never want to race there after a rainshower.
First post update With all my testing the above issues are fixed v0.81 change log Fixed AIW not re-fueling Fixed crashing if to many AI Fixed Tyres and guardrail collide issue T2 Added green to the start lights Added 3 more start lights along the grid. (only visible in race) http://www.mediafire.com/file/7b9yip1q566kls5/VIR_v0.81.rfcmp
thanks for update Nibiru. just tryed but nothing change with start light. -race start with red lights. -and addictional start lights don't work
Sorry about that chief!. The problem seems to be the game only allows 6 lights and I was trying to use 7. (was working in dev) I have made the first 2 lights as 1 and they are now working correctly in game. These lights are only on tracks Full, Full Oak, Grand and North.
First post update v0.82 Fixed start lights tracks (Full, Full Oak, Grand and North) http://www.mediafire.com/file/t3icmzw1o60tvcz/VIR_v0.82.rfcmp
Haven't raced yet but ran a few laps around the full course. Very, very nice. Thank you sir. The only thing I could note is that the road surface seems to have very low traction qualities compared to the track I was driving just prior (Spa which has similar traction to 3PA Bathurst). I didn't do huge numbers of laps to rubber it up though, so can't comment on long tern traction. Very pretty to look at while putting around. .