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I'm very grateful for the mod update and for adding the much-needed tank tracks. However, there's an issue: after the August 6 update, I can no longer spawn as many vehicles as I could after the bug fix on August 5. I kindly ask if you could please release the tank tracks from the August 5 version as a separate mod. The tracks are genuinely awesome, but the lag makes it impossible to run the large-scale battles I usually host in Scrap Mechanic.
I've attached a video below as proof of the lag:
First, you'll see how many tanks my computer can handle without tracks, and then with tracks.
https://youtu.be/x7gTfd8pOYI
that would help soo much!
Thanks for the info! My stress test was based purely on spawning a large number of tanks. Yesterday, right after the update and before any bug fixes, I could spawn 3–4 tanks before lag set in (a constant 60 FPS, but drops to 30–40 FPS every 5 seconds while moving the character). After the first bug fix, I managed to place 14 tanks, but today I’m starting to experience frame drops again with just 9 tanks.
In my benchmark and stress test save, I have 6 tanks, each with 4 tracks, continuously moving. In version v4.1.0, the average FPS was 22, while in v4.1.0 Hotfix-3, the average FPS increased to 34. With only one tank, the average FPS went up from 130–150 to 180–190. So, theoretically, the newer hotfix version should be smoother.
Could you describe your testing scenario in more detail? Were the tanks moving? If the tanks are stationary, the track algorithm will pause calculations, which increases FPS.
If, after strict testing, you still feel that the FPS has dropped, would you mind sharing your save file with us for testing?
There should now be instructions on how to use the laser guidance feature in the description section of the mod on the Workshop page.
@Foxhell
Sorry, at the moment it seems that the development team doesn’t have the extra capacity to adapt mods for survival mode (including writing crafting recipes).
So I searched for it in the files and deleted it (again), and after that it worked just like for you.
It's crazy that the game seems to decide by itself (and in secret) to install stuff you don't want....
I recall that last time, I had already manually removed the creative mod,
Anyway, thanks for your help, and sorry to disturb you...
I used the two files you provided to create a new world, utilized the mod list you offered, entered the world and took out your work. The v6 engine inside could be adjusted and set normally, and in the game -dev mode, the console did not output any error information about the engine. I'm also confused. I think you could try subscribing to the mod again?
This link is the screenshot file during my testing process:
https://drive.google.com/file/d/1IBtXbvmbUy8tmTLCgmAHXfJwQ6Lxgp2G/view?usp=sharing
let me know what it's like for you, thanks.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481532347
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3480492184
However, the old mod is uninstalled, so no conflict is possible, I don't know why, but maybe it would solve the problem to install the new motors in the old mod?
Since the new and old versions of the mod are separate workshop files, and even opening new-version content with the older mod retains partial compatibility (making version mismatches not immediately obvious), it’s difficult to ensure the host is using the latest version in multiplayer sessions. The host might be running the older mod, and you’ve likely encountered this situation. If you’re certain this isn’t the case, I still need you to send me the samples via the two methods mentioned earlier for a detailed issue analysis.
Do you know why?