With support of Doug the issue is resolved, I just ran a test on the Islas Paraiso map with all concerned mods enabled. Previously there I found the issue to occur for me as well, after the changes the performance is back to normal. If work allows me I'll update the mods already later today.
Beiträge von dview
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The issue looks to be caused by the license plate naming, only when multiple mods with the mechanism are in use the delay becomes apparent.
Mods currently using the naming script are:
- Cars of the '90s base set- Cars of the '90s Taxis Germany (not the road traffic mod)
- Cars of the '90s Taxis Netherlands (not the road traffic mod)
- Cars of the '90s Taxis France (not the road traffic mod)
- VW T3 Base pack (Jumbo)
- VW T3 Dispatch pack 4.1
Hoping to solve this soon; meanwhile your quick fix is removing the config folder from the respective mod(s). I will await to see if the issue can be resolved before updating any of the mods, for the Steam versions I will try not to wait too long or I will remove the files with a small update on those.
The impact of removing the config folder is very limited, being that only for newly added assets the game will not set a name and as such the default license plate text is 'No name'.
You can set the default license plates to remain the Dealer plates that don't use the naming by loading the base mods after the country specific additions.
For example your load order for the T3 is then;
1. VW T3 Road Traffic (DE)
2. VW T3 Road Traffic (NL)
3. VW T3 Base Pack (Jumbo)
4. VW T3 Brand Pack
or with backwards compatibility to old T3 mod versions;
1. VW T3 Dispatch 1.02
2. VW T3 Base Pack 2.0
3. VW T3 Hide old 3.1
4. VW T3 Road Traffic (NL) 4.1
5. VW T3 Base Pack (Jumbo) 4.1
6. VW T3 Brand Pack 4.1
---------------------------------GOOGLE TRANSLATE----------------------------------------
Das Problem scheint durch die Benennung des Nummernschilds verursacht zu werden, nur wenn mehrere Mods mit dem Mechanismus verwendet werden, wird die Verzögerung offensichtlich.
Mods, die derzeit das Benennungsskript verwenden, sind:
- Cars of the '90s base set
- Cars of the '90s Taxis Germany (not the road traffic mod)
- Cars of the '90s Taxis Netherlands (not the road traffic mod)
- Cars of the '90s Taxis France (not the road traffic mod)
- VW T3 Base pack (Jumbo)
- VW T3 Dispatch pack 4.1
In der Hoffnung, dies bald zu lösen; Währenddessen entfernt deine schnelle Lösung den Konfigurationsordner aus den entsprechenden Mods. Ich werde abwarten, ob das Problem behoben werden kann, bevor ich einen der Mods aktualisiere. Für die Steam-Versionen werde ich versuchen, nicht zu lange zu warten, oder ich werde die Dateien mit einem kleinen Update entfernen.
Die Auswirkungen des Entfernens des Konfigurationsordners sind sehr begrenzt, da das Spiel nur für neu hinzugefügte Assets keinen Namen festlegt und daher der Standardtext für das Nummernschild "Kein Name" ist.
Sie können die Standard-Nummernschilder so einstellen, dass sie die Händlerschilder bleiben, die die Namensgebung nicht verwenden, indem Sie die Basis-Mods nach den länderspezifischen Ergänzungen laden.
Ihre Ladereihenfolge für den T3 lautet dann zum Beispiel;
1. VW T3 Road Traffic (DE)
2. VW T3 Road Traffic (NL)
3. VW T3 Base Pack (Jumbo)
4. VW T3 Brand Pac
oder mit Abwärtskompatibilität zu alten T3-Mod-Versionen;
1. VW T3 Dispatch 1.02
2. VW T3 Base Pack 2.0
3. VW T3 Hide old 3.1
4. VW T3 Road Traffic (NL) 4.1
5. VW T3 Base Pack (Jumbo) 4.1
6. VW T3 Brand Pack 4.1
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Now I'm thinking the script could be the cause, could you run one more test, also remove the config folder from the Cars of the 90's base set pls?
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Thank you tzm. Uhm 50% down, by any chance is the Cars of the 90's base pack still enabled?
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Could someone pls test if the delay is also there if the config folder is removed from the base pack? It's the script for creating the license plates.
Just to rule it out probably, but that's the only thing that I can image could possibly maybe have an impact on performance of other mods.
The setup of the mod is mainly the same as the cars of the 90's...
otherwise I fear it somehow conflicts with another mod. I'm testing just on a clean free game map without any other mod enabled.
Or maybe a backwards compatibility thing, does anyone see the issue on maps where none of the old VW T3 were enabled?
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Gordon Dry which T3 mods did you have in use?
I'm trying to see if I can get the issue but not yet.

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Today I didn't feel like painting. Luckily work didn't require much of my attention yet, so that left me some time to spend modding the Scania.
It already made it into my games in a while back, but now I'll finally add the last bits of detail. As you know from me by now there will be a series offering all kind of variations, but starting simple with a basic 4x2 tractor unit.
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Gordon Dry thank, if you can let me know where you found the files I will remove them as well.
If it makes a difference I'll update the mod(s).
Thanks!
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The UV map is rather scattered, for me it was first of al an exercise if I can create something out of such, so I'll need to see what is achievable within reason.
Google returns quite a few different liveries for Lambo Follow Me cars, also it being fictive does give me some freedom to design ;).I have already added a roof element fitting the emergency (or Follow me) lights.
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Not bad at all
The Italian Polizia does have such vehicles; they apparently take them off criminals and put them into police use. If You are looking for something rather odd to paint on the car, why not make it a follow me?The Dubai Police is famous for that too, so that was on my mind, but a follow me is a splendid idea


Only guess I will have to make some fitting lights now, for the Polizei one I just used what I already have, so blink, fog and 3rd brake light are there the blue lights.
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lol, Polizei concept

ps; it's scaled up 4 times here for checking the livery
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Just for fun adding a public barrier ribbon for the audi concept

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Looks cool. Wouldn't be now the right time to bring a electic version to the market?...lets hope it has sufficient range and it's not too expensive.

I may just do that; the concept from '91 as asset only and then in 2021 the EV.
BTW how are you doing on the autohandler assets, I'm looking forward to that?
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I kind-a like the AVUS, so thinking to make it available as of 2036 or earlier maybe ???.
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Completely agree; it's most usefull as an asset, maybe I'll even set the asset to not allow multiples, so you can have just one concept car, like in real.
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The Avus doesn't need much work, so that's going to be finished first.
The concept car dates back to 1991, it never made it to production, however in TpF it will ;).
The car will become available to the public as an electric car in the year ... hmmm yes what should that be ... 2041, 2061 ... 2091 ???
The concept is only abvailable in polished aluminium (of course asset & driving), the electic version comes with color blend and a few changes, additional brake&turn lights, no visible engine parts and exhaust and slightly smaller rims.
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Next ... I'm thinking Scania 143 but that has some 3D work to do still, so first you'll see ... uhm maybe Audi Avus(?).
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And for each also an asset guide, but once you get how the mod's work you won't need these, the easter eggs you'll have to find yourselves

The mods are now also available on Steam.
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The catalogue for the T3 is finished, some use case images will really finish these off

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I also like the idea. As noted above it won't be just a case of sizing down, not only for performance, but probably with different mesh and materials as a 1:1 (like the toy Porsche) made for purpose.
For animation of a plane you can do with a miniature/invisible airstrip, but for a car I then think either own road or a fixed animation is required. So planes, or ships are probably easiest to make in to toy RC vehicles.
will give this some more thought ...
Oh uhm do we already have an invisible harbor? I can see more use for such.