Mid-Ohio
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Re: Mid-Ohio
Kenners wrote:
I always worry a bit about folks w/MBPs and those nVidia GPUs.. They are flaky.. You haven't had any funky colors or nothing, have you?
Kenners
Nope, which is too bad, because that's the kind of behavior that will get you a new card from Apple. I never got the overheating or black screens that seem to accompany the Nvidia issue. My problems were "limited" to severe stuttering, low fps and wildly fluctuating fps (which is worse than just low fps). All of which could come and go for no obvious reason.
Almost sure that this problem is the card, even though Apple claims the card is fine. It happens while running rFactor in Boot Camp as a Windows game console too. New machine can't get here fast enough to suit me. Though at the moment it seems to be 1500 miles away in Colorado of all places sitting in some UPS truck.

Toad- Veteran

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Age: 49
Location: Left Coast United States of Amnesia
Interests: Norton motorbikes, Argentine Tango
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Favorite Car: BMW e90, ZO6.R
Favorite Track: Donington
Registration date: 2008-08-28
Re: Mid-Ohio
Toad wrote:Kenners wrote:
I always worry a bit about folks w/MBPs and those nVidia GPUs.. They are flaky.. You haven't had any funky colors or nothing, have you?
Kenners
Nope, which is too bad, because that's the kind of behavior that will get you a new card from Apple. I never got the overheating or black screens that seem to accompany the Nvidia issue. My problems were "limited" to severe stuttering, low fps and wildly fluctuating fps (which is worse than just low fps). All of which could come and go for no obvious reason.
Almost sure that this problem is the card, even though Apple claims the card is fine. It happens while running rFactor in Boot Camp as a Windows game console too. New machine can't get here fast enough to suit me. Though at the moment it seems to be 1500 miles away in Colorado of all places sitting in some UPS truck.
Colorado, huh? Maybe I should grab it for you..
-K
Kenners- Veteran

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Age: 46
Location: Grand Junction, Colorado
Registration date: 2008-09-12
LITE version available
LITE VERSION AVAILABLE.
I've done up a copy of Mid-Ohio with no trees. I've had a couple of folks try it, and say its playable now, if not at 75 FPS. And it plays in MP with the "heavy" version.
If you have a link to the full version, use it, but change the filename to
Mid-OhioLite.zip
instead of
Mid-Ohio.zip
Get it?
Take the other version out of your plugins folder & drop this one in & unzip it.
When you select the track, the splash screen will say Lite Version.
Kenners
I've done up a copy of Mid-Ohio with no trees. I've had a couple of folks try it, and say its playable now, if not at 75 FPS. And it plays in MP with the "heavy" version.
If you have a link to the full version, use it, but change the filename to
Mid-OhioLite.zip
instead of
Mid-Ohio.zip
Get it?
Take the other version out of your plugins folder & drop this one in & unzip it.
When you select the track, the splash screen will say Lite Version.
Kenners
Kenners- Veteran

- Number of posts: 102
Age: 46
Location: Grand Junction, Colorado
Registration date: 2008-09-12
Re: Mid-Ohio
So what was the solution that worked in the end?

Pax-raider- Veteran

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Registration date: 2008-10-31
Re: Mid-Ohio
Pax-raider wrote:So what was the solution that worked in the end?
I ain't entirely sure..
but: I used the exact same .mapinfo for both versions; I snagged the null.mdl out of the builtin data, created 12 copies of it, and renamed them to the mdls I didn't want in the lite version & replaced the mdls in the redplug. I also changed the splash screen..
I really don't know this for sure, but I suspect if the NUMBER of mdls/ents is different, it won't work.
I don't know whether it would have worked to just change the names of the mdls in the mapinfo that I didn't want to null.mdl.
what a pain..
Kenners
Kenners- Veteran

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NEW LITE VERSION
Okay, folks, let's see what I've accomplished here..
I have a new lite version on my dev space at LoL. The link is unchanged; there is NO CHANGE in version number or anything else, just fewer polys.
We need to test this out. The 2 mapinfo files (for the heavy and lite versions) differ slightly - the coordinates for the walls mdls moved some when I deleted polys.
So - if you had FPS issues, download the Lite version, and post some feedback. Then try it in MP with others who have the heavy version, see if they work together.
Kenners
I have a new lite version on my dev space at LoL. The link is unchanged; there is NO CHANGE in version number or anything else, just fewer polys.
We need to test this out. The 2 mapinfo files (for the heavy and lite versions) differ slightly - the coordinates for the walls mdls moved some when I deleted polys.
So - if you had FPS issues, download the Lite version, and post some feedback. Then try it in MP with others who have the heavy version, see if they work together.
Kenners
Kenners- Veteran

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Age: 46
Location: Grand Junction, Colorado
Registration date: 2008-09-12
Lighter Lite version
OK, it is 0020 UTC on Tuesday Sep 8th 2009 (still Monday here, of course), and I've REPLACED the lite version with an even lighter version. With this version, I deleted the big portable light poles on the left of the start-finish straight (lots of alpha on those), and I turned off environment mapping on all those buildings.
I DID play some MP with folks that have the lite version from yesterday, and there were no problems (thanks for that), so I anticipate no problems with this version either.
Download at the same link, or PM me if you lost it.
I promise NO more fiddling with this. Enjoy.
Kenners
I DID play some MP with folks that have the lite version from yesterday, and there were no problems (thanks for that), so I anticipate no problems with this version either.
Download at the same link, or PM me if you lost it.
I promise NO more fiddling with this. Enjoy.
Kenners
Kenners- Veteran

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Age: 46
Location: Grand Junction, Colorado
Registration date: 2008-09-12
v1.04, Sep 26 2009
Hi folks..
Couldn't resist a couple changes; v1.04 now available, Sep 26, 2009
-New AI behavior, based on C14ru5's method;
-New .road file (after listening to OMD whine
about how the tracked sucked rocks for RWD cars, I took a look, and there were some bumps in key places which I've smoothed;
-I made the tall cones on the left side of the first corner immovable.
The new versions are available at the same links that you used to get previous versions, and there are still heavy and lite versions. PM me if you need the links again.
Kenners
Couldn't resist a couple changes; v1.04 now available, Sep 26, 2009
-New AI behavior, based on C14ru5's method;
-New .road file (after listening to OMD whine
-I made the tall cones on the left side of the first corner immovable.
The new versions are available at the same links that you used to get previous versions, and there are still heavy and lite versions. PM me if you need the links again.
Kenners
Kenners- Veteran

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Age: 46
Location: Grand Junction, Colorado
Registration date: 2008-09-12
Re: Mid-Ohio
Just wondering before I download this - how many more updates in the next 22 hours?

djpimley- Veteran

- Number of posts: 396
Registration date: 2008-08-28
Re: Mid-Ohio
djpimley wrote:Just wondering before I download this - how many more updates in the next 22 hours?
smarta$$
Cheers,
Kenners
Kenners- Veteran

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Location: Grand Junction, Colorado
Registration date: 2008-09-12
Re: Mid-Ohio
OK, folks-
The final revision of Mid-Ohio is ready for the TCC finalé.
It is v1.06, and was uploaded to my space on LoL at 0130 UTC on Tuesday morning (6:30 pm Monday local time in Colorado). Use the same links as before to download, heavy or lite.
The solution agreed upon was to put an invisible wall in place to separate the pit lane from the track. The wall is marked by the same reviled tall cones, but they are now merely ornamental.
In technical terms, I simply roadtyped in an 0.8m high tapered wall, and changed the cone ents to mdls.
For those of you who have been practicing on 1.04, there is absolutely no difference in the track, so you won't have to start over/relearn the track.
Cheers,
Kenners
The final revision of Mid-Ohio is ready for the TCC finalé.
It is v1.06, and was uploaded to my space on LoL at 0130 UTC on Tuesday morning (6:30 pm Monday local time in Colorado). Use the same links as before to download, heavy or lite.
The solution agreed upon was to put an invisible wall in place to separate the pit lane from the track. The wall is marked by the same reviled tall cones, but they are now merely ornamental.
In technical terms, I simply roadtyped in an 0.8m high tapered wall, and changed the cone ents to mdls.
For those of you who have been practicing on 1.04, there is absolutely no difference in the track, so you won't have to start over/relearn the track.
Cheers,
Kenners
Kenners- Veteran

- Number of posts: 102
Age: 46
Location: Grand Junction, Colorado
Registration date: 2008-09-12
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