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Discussion in 'Assetto Corsa Modding Discussions' started by MrSilva, Dec 29, 2016.
And THAT was a hard case...
Yeah just fix the track please. It has potencial and is accurate enough.
Physic objects are not AC friends. Unfortunately this ain't wreckfest nor Grid.
I didnt install 2017 C++ packs, although they may have already been installed from something else in the past.
Yes, it was made with very high accuracy aerial laserscanned data. Most of the tracks Silva and SIM TRAXX do have the highest accuracy. Afterall this is our purpose, to do the best most realistic tracks! Thanks!
:'( Maybe you are right about these moveable objects... I am sorry, it doesn't work out for everybody. For now just use my 'fix' (find it in first post). But i've not given up already. How many moveable objects we should try in next test? In last test version it was about 300 cuboids (and i already know it was risky)
Past comments from the devs states no more than 15 movable objects per track is the recommended number. The game was simply not meant for knocking down street signs.
even your fix doesn't work, only Actakkut's fix work, though the track eats up to 4gb ram (don't know if it's fine or too much, but other mountain tracks eat less than 2gb)
but that would be optimization I guess
Oh, one other thing to keep in mind with movable is they're storing iirc 12 bytes per frame to the replay file (position + rotation), so 300 movables > 100kB/sec on high quality replays. You might try disabling replay storage entirely and see what that gets you.
Wait! What? This doesn't work for you? http://www.mediafire.com/file/z6ktkulsyyc5a8d/landsbergWP1_09_prefix.7z/file
oO You mean it may be caused by replay settings? All movable objects are displaced a little in the replays also. Something is going on there...
What’s going on is that you are way above the recommended number listed above, turning off replay won’t fix anything.
I am the modder. I want to know it! Why you can't understand this? I thought you are here to help. So do it!
I think people ARE trying to help.
Easy champ! We are trying to help you...
But you are ignoring what everyone is trying to tell you... game engine + more than 15 movable objects = bye bye performance
Kunos nutzt nicht mehr als zwei Dutzend (oder 15 wie die anderen schreiben) bewegliche Objekte pro Strecke, dementsprechend ist die Engine auch nicht für mehr ausgelegt. So sieht es aus. Mach die Leitpfosten unbeweglich und lass nur ausgewählte Objekte beweglich. Andernfalls wird es nie auf jedem Rechner laufen.
OK. Following this, this file should work for everybody: http://www.mediafire.com/file/z6ktkulsyyc5a8d/landsbergWP1_09_prefix.7z/file
Let me know, if it's ok so i'll include it in next update.
That's cause replays store movables at relatively low accuracy. I believe 16 bit floats instead of 32 bit floats for their position.
I think with the fix works better though acs.exe process eats up to 4gb of ram, compared to less than 2gb with most of official content and even 8km mountain courses
tried again with the "fix" and it's better, fps is not bad still using much ram for solo racing is fine. there are too many objects I guess, which are not even possible to see when racing and not even on the replay.
Sometimes Less is More
Wondering if these objects have LOD out parameters?