Hello, as I said in the general chat, I've had two problems recently. First, the clock froze and the car wouldn't move. When I finally got the car moving, the clock remained frozen and interactive objects disappeared from the world. Second, the clock speed up, my character went underground, and I had to use /unstuck to return to the surface, but the game was stuck at an odd speed, making it unplayable.
#Save issue
15 messages · Page 1 of 1 (latest)
<@&1252292809197617306>
<a:hello:1371942411927814294> Hey! Welcome to the Support Channel!
Hey @paper verge, welcome to Drive Beyond Horizons support channel!
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I see your game is running at about 2 fps, can you use the Share Informations button above please?
But the clock in the upper left corner is running fast, hence the problem with the FPS.
The issue isn't the FPS, but the clock; in one save file the clock is stopped, and in another it's sped up.
The game runs smoothly on my computer.
The clock was at 19:75 seconds, almost 20 seconds after the clock started in the video you just shared (video number 2- 1:34-1:55). It's on perfect count from what I can see.
video number 2 the clock is accelerated
DBH Build Number: 22587174
Direct X11 or Direct X12: Direct X11
Your OS Version: Windows 10 PRO
Graphics Card: RTX 3060 TI
CPU: Ryzen 5 3600
RAM: 32gb 3200mhz
In-Game Graphics Preset (Potato, Balanced, Cinematic): Balanced
I'm going to run the game in DirectX 12 to test it.
I went into the save file for video 2, and I noticed that the clock only started counting when I pressed Shift.
It had nothing to do with the clock in upper left corner of the screen. It sometimes stops working, but would not affect your gameplay.
As far as it starting in 2nd video, yes, the clock starts ticking when you move after starting a game.
You're focusing on something that isn't related.
Heyo. Cars are also tied to FPS. The lower your FPS the slower the cars will be. At 2 FPS the physics engine is overwhelmed so cannot move the cars