Im not stupid. The tyres were poped ( i said that ). They were still de-flated.
EDIT: Pic, Had to be taken from another computer, After repairing the tyres, i also cant move (Hence i cant press F9 while over the pit thing) So i pushed myself.
Just a thought, but if you're using transparency AA in your graphics settings, then there's a lot more work to do in scenes where there are many trees around. In your first shot, it's basically just trees- which may account for why you experience such a dramatic fps drop.
I usually just use plain old AA, and I have no troubles at this spot on the track.
oh youre right! I switched it to multisamle transparency and no problems now! thank you very much
btw never thought that such a stupid thing can completely kill the modern dx10 hardware
Tyres in the exit of first chicane are very easy to drive through at least with TBO class. Some people even seem to do it on purpose, usually gaining couple of tenths and seldom losing any time in the process.
Apart from the shading oddities seen at the barriers of the pitlane exit at T1 there's also the problem with the racing line - I'm using X31.
Tip for others hunting racing-line and/or mapping errors:
Set "Rubber Lay" and "Rubber Dark" in your cfg.txt to higher values so the line is easier to see.
Dude... I run all the LFS settings to the top. I'm just usin 2x AA + AF but I'm really using all the bling-bling sliders to the max, maybe someone can try and see if it does it for him/her too?
I dont know if it were in previuous versions but i X32 i found probably a texture bug - the poles I threw down were shown only over the fence and only i I changed view to "TV camera"
I might add that there is also a problem with smoke - when viewing T1 from TV camera, the smoke is seen only above the fence and it is invisible through it.
Imo that's a common problem in LFS when handling transparency - for example painted lines on tracks(pit exit/entry lines and so on) aren't consistent - sometimes disappear when are seen through the visor on singleseaters. Of course those lines sometimes pop-up too close to the car to begin with, regardless of maximum lod setting...
The racing line on the 2nd to last turn before the finish/start line is rather angular.
Also in general, the racing line on Blackwood seems to have become much narrower together with the rest of the track. I cleared the path by removing the .trs file and set the AI to practice using the GTR cars which are rather wide and in comparison to the racing line created by the same cars in X10 the result is much narrower and less smooth/more angular. Kind of like what happens when faces on a polygon have been brought closer together but the UV mapping hasn't been changed to compensate or the vertices darkened are oddly spaced.
The cfg.txt I tested under both versions had:
Rubber Lay 0.60
Rubber Dark 1.00
However the line on X33 was considerably darker which sort of backs the vertex colouring theory above.
-A hanging in the air laptop in the pits at 1st garage.
-multiplayer at car park - all was bouncing, then me and other guy switched server and i was seeing him bouncing, and he was seeing me bouncing (x39 with all available demo cars)