Separate names with a comma.
If you don't want to waste time spawning individual vehicles you can spawn vehicle groups by using the world editor (Default key = F11, in game...
where did you find the original file?
I thought this road would be a bit longer but good map anyway!
Do you have an improved version of this?
You should be able to by spawning them in individually or "enable switching to traffic vehicles" in settings > gameplay > traffic, two marking...
Any way of lowering the AI risk?
Using UzL-Camera may help with your "driver viewing angle".
I've found a main.materials.json in whsd > art > shapes > trees but did not find a materials.json in whsd > forest, also were you talking about...
Do you have a PEA version of the map installed?
:)
--- Post updated --- NVM for now, I was using branched paths apparently...
Is there anything in the code that does not allow the AI to drive when starting a Race from Race Editor/Tool?
Is there any way to remove the interior cam's sound filter?
where can "physics-to-graphics" be found at?
I dont think "performanceModSuperV4_reduced_col.zip" works in multiplayer (unless i installed it wrong. idk)
:confused: (would past versions work just fine?)
you did, thanks
do they need to be in a new file, or can they be put in the files that are already there? (if such files are not the "content" folders)
1. Is there any way to automatically turn awareness "on" by default if AI is set to manual mode. 2. Is there a way to change default risk factor...
https://www.beamng.com/threads/manual-mode-questions.99039/