Consider running BananaBench and posting it to the BananaBench thread with your system specs. Take all your mods out and stick them in a temporary folder on the desktop where the game won't see them, and only use this mod to test. If it still happens something is seriously messed up. 16GB of RAM is *plenty* for even multiple vehicles in Roane County! You should be fine to run any map. Consider testing your settings - turn off dynamic reflections, SSAO, and toggle shadows on or off to see if it helps (shadows are done on CPU, rest I mentioned is GPU). Use the built-in performance monitor (you may have to figure out how to enable it if it's not by default, might have to check 'enable debug stuff' or something in the configuration menu). Make sure you're not having high 1000+ values in LATENCYMON (that's latency monitor, you'd be surprised, but I've helped multiple people who no longer needed a new computer after fixing that). Latency can be cause by Nvidia drivers (or any video drivers), look up DISPLAY DRIVER UNINSTALLER and use it (but not before you download a new display driver and extract - but don't install it yet). Then when you've restarted after removing the old driver, install the new one and restart again as needed. Mismatched driver files (like when Win 10 updates it) can cause a myriad of issues. A program like CORETEMP will tell you if your CPU is hot as the surface of the sun, and how much your cores are being used, and ram use %. A program like MSI AFTERBURNER will give you access to a ton of values regarding your PC's temperature and RAM use, VRAM use, GPU/CPU use % and such. Another thing that can show issues similar to overheating is if your CPU is getting starved for power. This can happen for a variety of reasons, if it's motherboard-related or a setting in the BIOS (which often is to prevent it from getting too hot) can cause it to throttle down under heavy load dropping the FPS into the toilet in the process. Stock intel coolers also can't take heavy load from this game on high-clocked K-series chips - though you likely don't have one as they stopped shipping OEM coolers with K-chips years ago (my 4790k came with one, it's in a drawer somewhere). Power supplies that cannot provide enough power will usually cause the system to just shut off like you've pulled the plug, so it's doubtful it's that, but if they go bad, it's likely it could cause random instability issues which you say you do not have, vs just 'going slow'. If you don't have VIRTUAL MEMORY enabled, this game USES A LOT OF VIRTUAL MEMORY. It's okay to leave it enabled, even if you have 32GB of RAM on your system. The point at which it writes to the SSD is not going to make but a day or two's difference in the 5~20 year lifespan of your average SSD. Virtual Memory is mostly for less-used but still-needed data to be cached so that programs don't go slow. Is your memory properly set to dual channel, and using it's factory-configured XMP timings? Memory doesn't generally overheat, either. Consider re-downloading the game or verifying game file cache in Steam if you're on the Steam version, if all else fails, and DO run "CHKDSK /F C:" without the quotes from an Administrator-level command-prompt (hold CTRL+SHIFT and click COMMAND PROMPT in the start menu, or hold CTRL+SHIFT *after* typing COMMAND into the run menu when you click on it's icon, then type that part in quotes above into the window, restart if prompted). If your computer was not cleanly shut down at one point, fetching files (like loading cars) and especially writing data to the page file or vehicle configs, etc, can get very slow as the file system must double-check both copies of the File Allocation Table until it's been checked. Again, I hope this helps someone. --Cheers! @Gamergull well now I know why mine didn't spawn a Maluch yesterday... I thought it was just bad luck. Hopefully it picks up vehicle mods soon like the Olds Fullsize. --- Post updated --- It gets stuck because the script will crash because the trailer isn't self-propelling and basically almost a 'prop' vs an actual vehicle. Once the script crashes, no more re-spawning vehicles & they must be all cleared and re-spawned after the offending 'non-driving' prop is removed from play.
Wait...can we spawn cars from the collection of cars we have now? Sorry if I'm late, haven't been on the site for half a week and I'm sick. :T
Soon! It will be possible in the next update. I just have to fix about a dozen bugs that popped up. I'll be doing more work tonight.
Do you wanna start an insane police getaway, but hate creating each police vehicle individually? Soon, you'll be able to run from the cops within a minute after loading a map! Can you escape? I'd get more coding work done tonight, but this wine is too good. Might as well have some fun .
Cheers, you've earned a drink or two! I'm so excited for the next update. I can't wait to try and race around some crowded freeways!
Glad you're enjoying Roane County yet. I should have a bug-fixed version on the servers by around mid-month, the 20th at the latest, but you and the folks supporting Los Injurus City map project will get it the second I have it backed up online (days before it hits here). When I was testing Roane County's highways, with both lanes enabled, I noticed that the traffic on the highway is only using the right lane, will that be configurable or is that going to mess up spawning on two-way roads (causing cars to appear facing the wrong way, if the road is not marked 'one way', they'd end up on the wrong side of the road). Also, if you set the manual destination on regular in-game AI app to Decatur Hwy and let the AI take you there, (south of where you took the pic, past the gas station, about 3 miles down - a mile past the 2-lane bridge, is a 3 and 4 lane section as it goes over hills near pine-trees), cars might go the wrong way (due to old map design) so don't test it down there. The highway US 40 does have it's one-ways set, though, enough to test, but they won't follow the lane markings perfectly. I am working now on fixing the cars to stay in lane on the wider roads like the US40 highway, Roane St (road between Rockwood and Kingston), Broadway of America (near Pine Ridge Road, Pine Ridge intersects this at AWFFLE HOUSE near the Spend-a-Lot spawn), and a few other misc spots. Keep in mind, Pine Ridge road, downtown Harriman (in town), and downtown Rockwood (in town), all have manual AI paths set to the right lane only, so don't test it here either, just test the highway for now. If you want to check for manual AI paths, look on the AI debug panel or go in the editor and mouse-over the area in the Decal Road tool. LARGE Intersections (such as divided roadways meeting other 4-lane roads) commonly have manual paths for left-turning vehicles, too, for any hope of realistic turns. All in all this works pretty well where my editing hasn't goofed it up via oversights in map design. These will be fixed though and I thank you and this tool for bringing it to my attention, so I can make a better map now for everyone, and in the future. I'd rather do it right than have to fix it all the time every time we get a new feature. --Cheers & keep up the great work.
I noticed that happening as well on your So-Cal Highway map (I like this version because it’s all highway and nothing much else!)
I got multi-lane highway traffic working in my test version, and it's pretty neat. There are a few issues though, and one of them might force me to postpone this feature (maybe I'll explain this later). Also, I've seen manual lanes work for traffic AI, but not on your map yet. I'll check that out in a while. Here's a little peek at the spawner group selector feature. You can choose map specific vehicles or police! I'm not quite done with the actual groups yet, and "Custom" doesn't have a UI yet (I don't wanna spend a whole day making that, yet!). "Custom" just spawns Pigeons for now, but you can customize that group via the command line (~). More details later. I might need help with the continent vehicles. As in, I didn't wanna do just Gavrils and Bruckells for the America group; I wanted to include other vehicles that you might realistically see driving in America, such as Ibishu Covet and ETK I-Series. I've done that, but I'm not 100% confident in my selections for all the continents. I'll update this post later (or make a new one) to show what my groups have so far. --- Post updated --- Btw, tractor trailers seem to work now, but... whenever the truck respawns, the trailer rockets at the speed of light to its new position, possibly obliterating anything in its path. I dunno how to fix this, and it triggered a game instability loop a few times.
The stock game will move trailers if their master vehicle is recovered. Could you use that to make it less unstable?
Could just be a check-box to enable not-too-proven features like handling trailers, vs mixing them in with the otherwise-well-working other features that already exist. Not sure if that would have to be done from a game-engine standpoint, but if the missions can fix trailers, your mod can too, as it's all Lua and C-script (I think) here. "trailer rockets at speed of light to it's new position" ... hahaha, that must be a sight to behold. I would totally speak with the devs on this one. The devs seem to like your work a lot. Between my city map coming up (and other's maps of course) and your traffic mod, all's we need to do is get a master mission script writer on-board and someone to script in an 'on-foot' mode from the original Torque demo (would have to be jbeamed) and figure a few little things out, and we'd very possibly have a good start to an AAA game here - not that it's not quite fun and entertaining all in it's own right already. If anything it would sure garner the attention of some big-money racing/driving game developers showing what BeamNG's engine can really do & that it's proven concept not just something in our minds. Engine licensing fees could sure make a lot of money for BeamNG developers - which would mean more in-game goodies and features for the rest of us (I've been preaching this for years). But yeah, I'd have to say, this is going for 2019 mod-of-the-year for BeamNG anyways.
welp at least i'm not gpu limited anymore i've turned my overclock up to 11 now, 4.6GHz, she (i5 4690k) won't go no higher but 4.4 to 4.6 is the difference between 55fps and 60 *shrug*.. i'm managing 3 AI cars but that is at 100% CPU use all day long and the UI is hopeless.. Only wishlist is that the cars would change, this would cause lag states at the moment, but if the devs or you implemented a lazy load then that would be awesome Maybe do this when the users cars is stopped and in park to make it less obvious, doesn't have to change every time a car is respawned, just randomly..
Dang. Yeah, I'm really looking forward to new optimizations and methods. Not a bad idea, but it won't make it into V1.1. Heh, I might do a video, lol. I just added a new group to the auto spawner: Automation vehicles! It will choose any Automation vehicles from your collection to use for traffic!
I dont know if this has been suggested yet, but would you be able to make it so the traffic cars turn on their headlights at night? That would make night driving amazing.
I dont know if this has been suggested yet, or im doing something wrong, but is it possible to make that cars never respawn / after crash or when AI thinks it's stuck? turning respawn rate to 0 seems not to work properly
Done! My next version will handle that better. I'm pretty excited right now. Head to head traffic on very narrow roads will now pass each other! Custom AI behavior is fun .
i donthave a mods folder and i dont know what folder to put it in. could you help me please? --- Post updated --- i donthave a mods folder and i dont know what folder to put it in. could you help me please?
I'm so excited for this!! Any hints on when you might be releasing v1.1? I can't wait to see what you've done with the AI!