: Version 0.4 added features like explosions, breaking mounts, and a recording camera for cinematic crash replays. Critical Reception CindyCar.Drive by Hiroshi_Dev
Cindy Car Drive is a popular indie vehicle simulator that has built a dedicated following for its realistic and high-octane destruction. Version 0.5 (often released as part of the "Flex Body" engine overhaul) represents a major leap in the game’s development, shifting away from earlier bug-ridden builds toward a more stable and feature-rich experience. 🚗 Core Features of Cindy Car Drive 0.5
: Includes diverse environments such as "Impossible Jumps," rough road maps created via a map editor , and extreme platforms.
Other narratives feature a "Cindy" as a guide through difficult life transitions, such as addiction recovery or spiritual searching.
Cindy Car Drive 05 New! Info
: Version 0.4 added features like explosions, breaking mounts, and a recording camera for cinematic crash replays. Critical Reception CindyCar.Drive by Hiroshi_Dev
Cindy Car Drive is a popular indie vehicle simulator that has built a dedicated following for its realistic and high-octane destruction. Version 0.5 (often released as part of the "Flex Body" engine overhaul) represents a major leap in the game’s development, shifting away from earlier bug-ridden builds toward a more stable and feature-rich experience. 🚗 Core Features of Cindy Car Drive 0.5 cindy car drive 05
: Includes diverse environments such as "Impossible Jumps," rough road maps created via a map editor , and extreme platforms. : Version 0
Other narratives feature a "Cindy" as a guide through difficult life transitions, such as addiction recovery or spiritual searching. 🚗 Core Features of Cindy Car Drive 0
This could have to do with the pathing policy as well. The default SATP rule is likely going to be using MRU (most recently used) pathing policy for new devices, which only uses one of the available paths. Ideally they would be using Round Robin, which has an IOPs limit setting. That setting is 1000 by default I believe (would need to double check that), meaning that it sends 1000 IOPs down path 1, then 1000 IOPs down path 2, etc. That’s why the pathing policy could be at play.
To your question, having one path down is causing this logging to occur. Yes, it’s total possible if that path that went down is using MRU or RR with an IOPs limit of 1000, that when it goes down you’ll hit that 16 second HB timeout before nmp switches over to the next path.