[REL/WIP] Arnook's Container Pack (V17 - 1.49 - 05/03/2024)
Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
@m1keY I have no idea what could cause that, I have never experienced that before.
Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
I've experienced the same with the same trailer, others work just fine
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Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
I understood why it crashes for me. It doesn't depend on the mod. I tried downloading viewtopic.php?t=288203 but nothing changed. Even on a standard trailer, it began to crash when the cargo market opened. Does anyone know how this can be fixed at all? When i disable such mods for containers, everything starts working without problems
Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
@Forza Gamer 777 gamelog says what ?
if you have put the mods as mentioned in modmanager it should work without issues
if you have put the mods as mentioned in modmanager it should work without issues
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Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
gamelog should say something about it crashing, either if it's modrelated or hardwareissues
you might be running out of memory as this as several other mods are requiring some attention to it - you might have to change your launch parameters in Steam
as you mentioned yourself that it isn't related to this mod... if issues still occur, create a thread in Help&Request
updated information regarding these values: viewtopic.php?f=123&t=305932#p1633011
you might be running out of memory as this as several other mods are requiring some attention to it - you might have to change your launch parameters in Steam
as you mentioned yourself that it isn't related to this mod... if issues still occur, create a thread in Help&Request
Code: Select all
For 16GB RAM:
-unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 8192
For 12GB RAM:
-unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 6144
For 8GB RAM:
-unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 4096
For 4GB RAM:
-unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 2048
Last edited by m1keY on 25 Nov 2021 09:47, edited 1 time in total.
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Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
Apparently, for the ETS, the pool is 12 !!! gigabyte and huge buffer - just a jokem1keY wrote: ↑30 Jun 2021 00:22 gamelog should say something about it crashing, either if it's modrelated or hardwareissues
you might be running out of memory as this as several other mods are requiring some attention to it - you might have to change your launch parameters in Steam
as you mentioned yourself that it isn't related to this mod... if issues still occur, create a thread in Help&RequestCode: Select all
For 16+GB RAM: -unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 7168 For 12+GB RAM: -unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 5800 For 8+GB RAM: -unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 3500 For 4+GB RAM: -unlimitedlog -mm_max_resource_size 90 -mm_max_tmp_buffers_size 1000 -mm_pool_size 2048
I think my large map build is to blame for this. Orders from all open cities are initially shown. So, I have a large collection of maps. Mods are 100% more memory intensive, I'm sure of that. As a result, the game does not cope with such loads and crashes. I believe a new profile needs to be created. I have been keeping this profile since 1.36 and it has already become clogged with all sorts of maps in which garages are registered. And at the beginning of each launch, I have a huge list of them in the log.
Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
And this is why people were asking you to post your log, had you done that, we could have told you right away that huge map combos are known for being unstable. Instead you chose to spam this topic for almost three pages, knowing that my mod wasn't the issue since everybody else had no such problem.
Anyway, 1.41 update is going well :
The fixes I made so far made the mod work in 1.41 beta without issues. There are a couple more fixes to do however :
1) fixing a few minor model errors on the 45ft chassis (JUseeTV is taking care of that)
2) completing the update process on all the traffic files, only done the 20ft as a test so far but there's a lot more to do. At least I know how to make it work now.
Anyway, 1.41 update is going well :
The fixes I made so far made the mod work in 1.41 beta without issues. There are a couple more fixes to do however :
1) fixing a few minor model errors on the 45ft chassis (JUseeTV is taking care of that)
2) completing the update process on all the traffic files, only done the 20ft as a test so far but there's a lot more to do. At least I know how to make it work now.
- serobaskan44
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Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
@m1keY Your message caught my attention, my computer has 12 GB of memory. What code should I use in the steam launch options.
@Arnook Sorry for continuing the topic.
@Arnook Sorry for continuing the topic.
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Re: [REL/WIP] Arnook's SCS Containers Skin Project (V9 - 1.40 - 15/06/2021)
Sorry for that, on new profile all works like new high cost clock. And thanks for the update!Arnook wrote: ↑30 Jun 2021 10:26 And this is why people were asking you to post your log, had you done that, we could have told you right away that huge map combos are known for being unstable. Instead you chose to spam this topic for almost three pages, knowing that my mod wasn't the issue since everybody else had no such problem.
Anyway, 1.41 update is going well :
The fixes I made so far made the mod work in 1.41 beta without issues. There are a couple more fixes to do however :
1) fixing a few minor model errors on the 45ft chassis (JUseeTV is taking care of that)
2) completing the update process on all the traffic files, only done the 20ft as a test so far but there's a lot more to do. At least I know how to make it work now.
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