I too am having a complete freeze. In task manager BeamnNG.exe's memory amount keeps going up and up and all of a sudden stops. i5 4590, 8gb ram, R9 390
In some machines 8gb may not be enough. On a machine with Windows 7, 16gb of RAM, and Raid 0 SSD's setup, it loads in 35~55 seconds or there-about (guess-estimated), just a little faster than my monster-sized Roane County map. Fun fact, even though this is about 26% the square mileage of my map, it takes about the same amount of RAM. Make sure you have 5.5GB RAM free if even 6~6.5GB for extended play time without lag. Shut off the web browser, iSheep Tunes, Discord, or even Steamy pile, etc, before you load the map. This game will run without Steam. If you get stuttering video turn settings to medium and turn off reflection. Reflection hits hard on lower video boards like GTX 7xx series or Radeon R7 2xx or 3xx cards. GTX 1060 Ti 6gb, 1070 (Ti or not), Rx 470~480+ would be alright with reflections. Without them I get 80~90FPS average on my Rx 480 with all other settings maxed @ 1080 resolution.
You can try to delete some files in "forest" file. It will remove some trees or stones, but it is possible that map will work. It is little bit weird and "brutal" method, but it may work.
Introducing a treeless version or with only 20~25% the trees will help folks who are short 1~2gb to run the map. It can be very time consuming on a large map like this; so it might not make much sense to do it when the map is done, otherwise you'll have to maintain multiple versions (which is not easy, but 0.11.x of Beamng makes forest data more separated from the rest of the map, not much though).
For me, this map is still not working. I uninstalled the game tried to clear the cache and re-downloaded the map 5x times. Someone knows how to fix it? I tried with my mods and with no mods and still no success. I waited more than 10 minutes and nothing.
Did you try unpack this mod? You can also press Ctrl + Alt+ Delete and open task manager. Then open "performance" and look what is RAM usage during loading. You can do a screenshot of Task Manager after game crash.
One of the tunnels near/in the mountains has some weird clipping and transfering between blocks. I clipped through it once and it messed up my car. (is there more tunnels? I honestly can't tell..map too huge)
My ram goes 10gb max, then it slowly goes down... I have also let the map sit there for atleast an hour and it stayed frozen
i have 8GB of ram and i get 60FPS even after an hour of playing EDIT: with 2 Chromes open (one on the forums one on YT)
You may need to clear your cache. If it does not help, then you should try to download mod manually. @Karimoti @DankMemeBunny I see that some people have the same problems on Windows 7. Sorry but I don't know how to fix it, and I don't know what may cause this issue.
Unsubscribe from the mod. Press the 'Clear Cache' button in the launcher Resubscribe to the mod. That should do it.
It took me a few tries to complete the scenarios But I loved them ! Here are my times in case anyone wants to compare Highway challenge : 07:24.39 Rally : 17:04.13 Around the world : 26:33.10 (this is so far from the 40mins announced, but I have to admit my driving wasn't really of the careful kind) I've also finished this one in true BeamNG fashion, with a completely broken car (crashed about 5km before the finish line...) I had the Trip computer app on, so I know that this scenario is about 50km longs, I think that's the longest distance I've ever driven in Beam without crashing. And my average speed was about 110km/h, I've driven on these campaign roads at the same average speed I drive on some highways IRL I haven't got any time for the off-road challenge, I crashed at one of the last obstacles 35mins in the scenario, and I'm not motivated to retry it at the moment I think it would be great to also have access to these scenarios in quickrace to be able to mess around with different cars. And you've left your pseudo on the license plates of the cars, one thing I would recommend to prevent this and let the players have their own pseudo is to delete everything that's under the canSaveDynamicFields lign of scenario_player0 in the .prefab, and to set the canSaveDynamicFields parameter to "0". This way the game won't save what's written on the license plate every time you pack the prefab.