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It does a look a bit laggy but way better then when i was trying it with hosters from my group.
We wherent able to play it. But we havent tried Admiral Icarus's Lite version yet =)
Seeing you race my track helped me figure out a couple of things that are wrong with it and that I should keep in mind for my next track.
The mag-locks at the starting position, there are only two of them which would not have been enough for four people. I should add more. This will allow for someone to operate the mag-locks from the console and that way the racers can be fully throttled up when they are all released.
Or that's how I intended it to work anyway, not sure if it will work that well in practice.
Thanks for the coverage.
I'm not trying to advertise it, if I made this I'd like to see how other people fared. We were playing the improved FPS version, but this seems to be where everyone is commenting. Thanks for making it, I hope you make many more.
Sinds i complain i also wanna show how it can be done, or at least how i THINK it can be done better =) See my workshop to find {=FuSPro=} Hoover car race track V1.0 to get a idea what we are working on.
Using mass blocks with landing gear wil create a hoover car kinda idea.
I dont want to spawn my workshop here on yours here =)
Just letting u know im working out the idea i had 2 weeks ago now :P
I think it still depends a lot on your computer though how well it will run.
Maybe repost this map without any lights or with just almost non for higher performance ;) so when the game later gets optimized your first workshop (this one) wil then be playable at some point in future? i hope...
it reminds me of F-zero :3
As for the spotlights, there aren't all that many in the scene anymore. I'll continue on the map I made where I already removed the spotlights. There are only one or two left at the stadium..
And yes, i would start with removing *ALL* lights, and redesign them back little by little with just interior lights. No spotlights at all, that is if u want to have more people able to play your track :3
I will have a look at SEToolbox. I assume it is an external tool?
And the many *ships* u have as a fork form (sorry my english aint the best)
They are indiviual ships and also help cause more visual
i saw each of these fork-ships had 2 spotlights and multiple interior lights. That stuff isnt stable yet at the moment.
I do like the way the track looks, but it was not usable for us to even give it a try/go.
lightblocks are also causing more render problems then heavy :(
Heres a solution:
Try SEToolbox, to remove asteroid u dont need aswell, with uhm sorry i never tried this but there is a function to replace lightblocks into heavy blocks. it would optimize your track aswell if u do that with removing lights and changing ships into stations or just making the whole race-track 1 -piece.
im stil experimenting a lot but this was quite obvious for us last night :)
Hope it helps!
U should find out what works and what doesnt work first.