📍 : The game is no longer available for purchase on some digital storefronts due to expiring car and track licenses. If you already own it, you can still download and play it.
: Introduces deep car upgrades and visual personalization for the first time.
: A new multiplayer system to ensure fair competition.
: Rebuilt to lead players from weekend warriors to racing legends.
: Rotating events to keep the community engaged and earning rewards.
: Available for PS4 (playable on PS5 via backward compatibility).
Project-cars-3-game-link Review
📍 : The game is no longer available for purchase on some digital storefronts due to expiring car and track licenses. If you already own it, you can still download and play it.
: Introduces deep car upgrades and visual personalization for the first time. project-cars-3-game-link
: A new multiplayer system to ensure fair competition. 📍 : The game is no longer available
: Rebuilt to lead players from weekend warriors to racing legends. project-cars-3-game-link
: Rotating events to keep the community engaged and earning rewards.
: Available for PS4 (playable on PS5 via backward compatibility).
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.