why do you think those redist packs should solve it? I'm really curious where you got that info. Isn't all of AC actually "older" than the last release of those packs?Did you install the 2017 c++ redist packs?
I've got one confirmed fix by updating this. I've got newest installed and maybe its used by ksEditor while export. But really not sure about this. This is why i am asking.why do you think those redist packs should solve it? I'm really curious where you got that info. Isn't all of AC actually "older" than the last release of those packs?
Still does not load for me. Hangs when loading the car, then crashes.Yo my fellow testers. Whoever is willed to risk to freeze his system again:
I've exported a version without complex physical objects that need parenting (means streetsigns are all solid now, what is ok i think.) i hope the error was digged somewhere there. Happy tesing!
http://www.mediafire.com/file/154qosa89jl2eb5/phsx_noparent.7z/file
(back in 2 hours, so please don't hate too much since then )
Because of filling up RAM huh? Damn. :'( Your system info? Did you install c++ packets? (Sorry i have to ask over and over. Just still try to find a hint.)Still does not load for me. Hangs when loading the car, then crashes.
we had the idea that every moveable object needs to be registered in some way with the CPU and when the number gets too high it causes some sort of buffer overflow or something with those that freeze totally.I've got one confirmed fix by updating this. I've got newest installed and maybe its used by ksEditor while export. But really not sure about this. This is why i am asking.
i5 6600k/980Ti. Haven't installed c++ packets and don't really want to for one mod. Sorry..!Because of filling up RAM huh? Damn. :'( Your system info? Did you install c++ packets? (Sorry i have to ask over and over. Just still try to find a hint.)
i hope it also works with proper early fix file? : http://www.mediafire.com/file/z6ktkulsyyc5a8d/landsbergWP1_09_prefix.7z/filewhat do c++ packs have to do with this? most of us have been trying mods since day one and no one has been having these kind of problems with a track. I tried it with the latest fix. it keeps doing something before loading the game but instead of showing Loading track, it says loading car.then I can't do anything, it's really fu$##$d up
and it's that physx.kn5 file, if you remove it, it works fine
it also works fine with AccAkut modified file
looks like we have to investigate this in futurewe had the idea that every moveable object needs to be registered in some way with the CPU and when the number gets too high it causes some sort of buffer overflow or something with those that freeze totally.
With those loading, but producing huge RAM loads.. does AC maybe instance the objects in the RAM, so that with 300 pylons it will store 300 instances of the pylons mesh and texture in the RAM? Kunos tracks use only low two-digit number of these objects I think
Where are 2017 versions? This track is done in 2018! Maybe new files are needed.AC installs everything afaik
But why it fixed the issue for one (at least) already?C++ redistributables are required for the actual application (acs.exe, in this case) to work correctly. They have absolutely nothing to do with the file format of the kn5s that AC uses...
Edit: Nevermind...But why it fixed the issue for one (at least) already?
There’s also been a claim on this or the AC forum that uninstalling bitdefender made cars in AC drive better...But why it fixed the issue for one (at least) already?