Just tested this and 0 prefix makes it non-physical mesh. Any suffix after WALL makes no difference either.
Exactly.
Just tested this and 0 prefix makes it non-physical mesh. Any suffix after WALL makes no difference either.
I stand corrected. I could swear I had non working wall colliders at one point and only after changing their names by removing the suffix they started working. Was probably something else like character limit my issue then.Just tested this and 0 prefix makes it non-physical mesh. Any suffix after WALL makes no difference either.
I stand corrected. I could swear I had non working wall colliders at one point and only after changing their names by removing the suffix they started working. Was probably something else like character limit my issue then.
EDIT: After more testing - ONLY the cars that RETIRE and get spawn into pits get this bug. So, when they stand in the pits during race and I restart the race, they keep standing on the grid.
Have you made any progress with this issue? I am seeing this problem, where cars refuse to move from the start line. The cars are those that crashed/retired in qualifying or in a race that I restarted - it is as if the game does not reset the status of the cars after a session ends.
Although I have mod cars on the grid, this happens on Kunos tracks.
Long shot - did you install SOL?
I'm fishing around for a solution as this is rather frustrating. But, I guess it's not the track you are building
Steven.
Yes, I have SOL and Content Manager. Tried with mod cars and Kunos cars. But only on track I'm working on right now. And yes, cars stand there, in neutral gear, I think engine is running though.
Thank you, I will try it out. If you are interested, I can send you a version of my track, get a chance to play before othersThis is far from scientific, but I disabled the shaders mod within Content Manager, and disabled SOL by renaming the Sol directories, and have had a few races on two tracks (one a mod, one by Kunos) and the problem of AI not moving from the grid has gone.
It looks like the cars that go off the track now retire, even if some take a few minutes to do so. They do not seem to sit there forever as before. Then, when the next session begins, they go with everyone else.
It's not scientific as I've yet to re-enable SOL and the shader to see if the issue returns, but I thought you might be interested in hearing my observations and trying for yourself. Please update us if this works for you or not.
Thanks,
Steven.
For what it's worth, I have the exact same problem of AI cars stalling after a restart, even with Kunos content (track and cars). I did install Sol 1.0 and Content Manager shortly before noticing that problem, so that's the best lead I've got.
Currenly doing a fresh install to see what happens.
Yes it's starting to become pretty obvious that it's that. I wonder if it's Sol or if it's the Custom Shader Patch.On Simracing604 new video about Sol I asked it and 3 others said they have the same problem.
Yes it's starting to become pretty obvious that it's that. I wonder if it's Sol or if it's the Custom Shader Patch.
It turns the lights on at night on the AI cars, so it looks like it's definitely touching AI behavior in some way.
I asked Ilja directly and he confirmed it's been fixed in preview 47. I never had the problem in the first place so can't test it myself.Can you guys try to reproduce it with the latest patch version 1.25 preview 47? Because in the changelog it says "AI fixed"
Can you guys try to reproduce it with the latest patch version 1.25 preview 47? Because in the changelog it says "AI fixed"
I have the same problem but I'm no modder or something like that. It's just when I wan't to do a race and I restart it some of them are just staying where they are. This happens with modded and Kunos tracks and with modded and Kunos cars. Does anyone have an idea what I could do to fix it?