The T-series is a problem simply by virtue of its huge size. There's so much area to cover (and there's likely to be more as time goes on and things like an air deflector, tow truck body, etc. might be added). As for the '96 Pessima - that crash test skin has been around for a while. It's something that a dev did by messing around with the diffuse & specular maps - the difficult and less-than ideal way to make skins. It'll hopefully gain a UV map around the same time as the Hill Climb configuration comes to fruition. As for skinning, this turned up in the changelog:
T-series would be the easiest to UV. Only the cab, hood and sleeper need to be UVed, most likely any addons like a wrecker body would get their own separate skin UVs and files.
I was playing on the dirt track in WCUSA when I remembered something. Around the time of the Over the Horizon post, wasn't there a screenshot of all of the configs in game with two that we've never seen and still haven't, including a pre-runner Pessima mk.I? Or am I just going crazy? I took a quick look through the Over the Horizon post and didn't see anything like what I am remembering in the picture on that post, I was sure there was something about a pre-runner Pessima mk.I at some point though Edit: Page 49 has what I was remembering. It was the off-road Sunburst and a 200BX (I actually don't know which config it is). I want a pre-runner Pessima mk.I now though
out of all the things i want next, i want more Campaign stuff. I am REALLY wanting to find out what happens after a Rocky Start.
So... hotfix forecast? We know at least one will be released, with the following confirmed: Hopper 'Skin Mapping' minor issues | Fixed for hotfix Burnside 'Skin Mapping' minor issues | Fixed for hotfix 'Detailed Damage' app not working | Fixed for hotfix Wrong priority in mounting mods | Fixed for hotfix Afterfire, Turbo and some other sounds doing strange things | Fixed for hotfix Vehicles being in wrong orientation after scenario reset | Fixed for hotfix Gridmap spawns do not work correctly | Fixed for hotfix So what else is likely? I'm placing my bets on further attempts to optimize WCUSA - framerate seems to be a major issue for most players, and it's undermining the largest piece of new content Beamng has had all year. Beyond that, fixes to the AI in the new dirt track scenario and fixes to parts on the rear end of the Bolide seem like likely fixes. I'm guessing this will be a three-hotfix update, with a light dusting of new scenarios, quickrace tracks, and configurations throughout to keep it interesting.
none of the WCUSA scenarios were supposed to be in the update. one is broken due to AI issues, one is unbalanced (covet vs sunburst? seriously?) and the third is pretty good. I spoke to Mitch on the discord server and he said they don't really know what is going on. plus add to the fact that some modders are unhappy due to announcement that .PNG files will be unsupported in a future update and all textures will have to be .DDS and for the love of quality, may we please get a different sound for the T-series that is more accurate to real life
Did he say anything similar in regards to the massive FPS drop that most users are experiencing? That's what scares me the most about 0.11 - that the dismal performance of WCUSA seems to have been an entirely unexpected phenomenon.
BeamNG requires more CPU usage than it does for graphics. FX-8350s don't run BeamNG well so I don't get good framerate yet I have a GTX 970.
I definitely don't have to worry about my CPU thats for sure (I7- 6700 boii!) but the graphics card could be a problem unless I lower the resolution. Haven't had any big issues with running WCUSA.
It seems to affect everyone differently, as adjusting lighting doesn't change my framerate much, but some with similar cards get huge jumps. Could it be a RAM bottleneck? --- Post updated --- Let me run some diagnostics on every part of my PC. --- Post updated --- *I3-6100, RX 460 2Gb, and 8Gb DDR4* *Bottleneck of 6%* *1080p + FXAA + normal-low settings + low dynamic reflections* --Driving on highway, exiting before toll booth, use turn signal for traffic light-- CPU Usage: 90-100% spikey GPU Usage: 80-85% spikey RAM Usage: 6.5Gb/8Gb dedicated, 12.3Gb/19.5Gb w/ pagefile VRAM Usage: 1.9/2Gb dedicated, 0.3/4Gb shared FPS: ~34.4 --Pausing physics-- CPU Usage: 50% spikey GPU Usage: 100% steady RAM/VRAM Usage: No change FPS: ~39.4 --Middle of Chinatown-- CPU Usage: 80-95% spikey GPU Usage: 80-90% spikey RAM/VRAM Usage: No change FPS: ~34.6 --Pausing physics-- CPU Usage: 38-45% spikey GPU Usage: 100% steady RAM Usage: +0.1Gb VRAM Usage: No change FPS: ~43.5 @devs here's my diagnostics, looks like WCUSA is using a lot of CPU, maybe changing all the traffic lights and the oil pumps?
I think that they should work on expanding the map and making the edges look better. It isn't that bad... + I think that GPU is what kills the FPS.... I'm running an I7 7700K cpu and it isn't even kicking into turbo mode... And I'm still getting 45-50fps due to not the best graphisc or not enough RAM. I'm running an Nvidia GTX 1050TI gpu and 16 gb Ram ddr4 on 2400hz. I think that the gpu is the bottleneck since when I turn up the dynamic lighting to the max it lags down to 30fps and when I turn the dynamic reflections off I get about 55 fps.
I’m going to attempt to try to let my opinion out here Ok first, we all should of expected the map to lag when we played it, it was huge and well detailed. Second, try lowering graphics. Think like this: have amazing graphics but 10 or very low fps Or have terrible graphics (even on lowest beamng has good graphics) and have good 30-60 fps (for some computers)
Like Inertia said, the T-Series only needs the cab, hood, and sleeper to be UV'd. Also, the cargo box shouldn't be too hard, as it's just an expanded version of the H-Series's cargo box.