Hey people, I was so close to a head on today, thanks to someone thinking they could run a intersection. Locked em up.

So I'm happy to let the cat out of the bag on how I build outdoor. Why not.
If there is enough people interested I will start another thread on the topic.
@CG, sorry. Apart from trees etc. 4 entities, and a lot of segments.
22-23fps with no AI and Weps, 18fps with AI and Weps.
Hard to say running the S4mod, or a Dual-Core etc. would give a better frame rate. Thats why I might do a tut, the process itself uses about 4-5 programs from memory.
Oh, and by saying 0fps lock up. Indoor - invisible array, caused by a removing/deleting assets in a level build. This looks to may have been fixed.
Outdoor - caused by collision problems with a mesh can lock a player up.
@NickyDude, Postition of AI in limited segment and entity areas I find work best, such as no rooms behind rooms. Even if your spawning AI, A room or part of a level located behind the room you are in, I find can effect fps with AI. So I often put the AI's back to a wall. And that's why small multi level maps (indoor) can work so well.
Outdoor, I often use the same approach. However keeping AI again to smaller zones.
@Astek, no worries. Hit me up any time.
@Inspire, So true.
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