thank you devs for your hard work. Keep it up. The one thing I appreciate about you guys is your determined to make the game better. The same thing can’t be said for other car games like Forza. They are what they are and will continue for eternity. Where as the BeamNG devs continue to refine and improve this game. Every update there’s something new to try. Something new to play with. And I understand the first few weeks after a major update there will be bugs. the first bug I noticed and it’s still very apparent to me, I play with an Xbox one wireless controller. And the steering response was completely different and it became harder to control the car. It’s like I have to relearn how to control the car again since this update. The cars want to spin out way easier now. this is something I would love to see. Because I’m constantly telling my friends they should get this game. But I always have to spend an hour with them in the settings setting up the proper steering controls so that it’s a little more easier for a controller, I feel like the out of the box experience is set up for a racing wheel, but the average person is playing with an Xbox or PS5 controller. I wish there was a way to when someone first installs the game, they can choose a preplanned controller profile that’s setup perfectly for someone who’s a beginner. Something where you don’t barely touch the joy stick and it turns full wheel lock to lock. Something much slower and more consistent. I think if there was a prompt for new users with a set of steering profiles for different controllers and one setup for an easy mode for beginners would make this game more user friendly.
Dear developers, please read this thread. At current, T-series Mixer doesn`t rotate with corresponding bindings, buttons and fiddles, STILL. IT CAN ROTATES ONLY then VEHICLE'S default ignition state at spawn is RUNNING one.
Also Filter system in Vehicle tab doesn't works (and didn't work earlier) when ever set to "None" state. No every checkbox leads to filter content.
UI bug in the vehicle configurator. Used to be able to search by internal jbeam name as well as the screen name of the part. For example the new "High Performance Exhaust" for the BX has an internal name of "bx_exhaust_i4_fartcan". It used to be where if I searched up "fartcan" in the vehicle configuration it would pull up the "High Performance Exhaust" but now it doesn't allow for that in either new or old UI. It also no longer highlights the phrase you searched in the list which makes it difficult to navigate to the part. I would also really like the new UI to retain the lines for differentiation like the current UI does. It makes it much easier to look at.
Something I noticed is that when you crash career mode, parts will get replaced that aren't even damaged. I don't know if there could be some sort of code but in indicating what parts are damaged and need replacing.
The parts inventory in career mode is extremely simple, disorganized and laggy. I hope they resolve this in future updates
After todays hotfix i'm encountering a strange issue where sometimes opening the world editor, and especially interacting with the material menu, after the game has been open for awhile (more than fifteen minutes) causes the entire computer to green-screen (I'm on the windows insider program, so it's green instead of blue for some reason.) This has never happened to me before this, and today it has happened three times.
Small decimal place value problem when refueling at the pumps. Fortunately the true price is 5.339/gal when purchasing: Also traffic loves hitting any parked car in this space at Shuffleboard Logistics. Has happened a 2nd time:
I also notice these same problems --- Post updated --- Maybe it's because the game identifies that the "part" Jbeam has been damaged in some way, like you hit in the front and the rear doors gets damaged
I too am experiencing the same problem. If you spawn with the ignition on, it will work, but if you spawn with the ignition off, it will not work.
I was planning to report the following regarding the remastered 200BX, but even though the recent hotfix addressed it for the most part, there was no mention of the change in the corresponding changelog. So I might as well elaborate on it before anyone else forgets. When 0.32 was released last week, the 200BX received its long awaited remaster. One particular thing I was not a fan of at the time was how the brake lights were implemented. In particular, the brake lights on the liftback model were initially confined to the innermost section of the rear fascia, which resided on the tailgate. Unsurprisingly, this would have been illegal under the US federal vehicle regulations, which dictates that major exterior lighting such as the brake lights cannot be on a movable body panel. The screenshot below to highlight my point is taken from Neilogical's review, since I updated to the hotfix and forgot to screenshot the fact in question. To clarify, the brake lights can be on a movable panel like the trunk or tailgate, so as long as there exists a portion of said lights on a fixed body panel in some way, shape, or form. This explains why the Audi Q5 has a second set of brake lights mounted on the rear bumper, as those light up as secondary brake lights when the tailgate (with its primary brake lights) is opened. Similarly, the Buick Cascada has an extra, but hidden, set of taillights upon opening its trunk; as silly as it looks, this allows General Motors to remain compliant with the law. What many manufacturers do nowadays is assigning the brake lights to the taillight units themselves (which are fixed), and then deciding whether or not to extend the brake lights to the trunk or tailgate. As of the current hotfix, the outer portion now lights up as the brake lights to complement the innermost section, thus becoming compliant with the aforementioned regulation. Meanwhile, the innermost portion of the coupe model's taillights remain as brake lights, with the entire section of the taillights lighting up with the headlights; this used to be the case for the liftback. I suppose the developers wanted to keep the rear light functionality consistent for both body styles during the remaster, but might have forgotten about this particular US regulation in the process. The coupe gets a pass since the taillight units are fixed. Should I also mention that the pre-remastered 200BX had its brake lights on both the (at the time) trunk and taillight units? Either way, I appreciate the developers for bringing the 200BX up to date with newer content and quality standards, as well as addressing the issues reported to date. The 0.32 update was, in my opinion, worth the wait. I look forward to future game updates that will provide significant updates for the remaining vehicles that need them the most
That is already the case. We ship a default controller profile for various gamepads (including the very common XBox gamepad), where steering is not only smoothly turning, but also has assistance to prevent understeer and oversteer. Can you please paste a support ID number here, so we can verify you're still using our defaults? https://supportid.beamng.com/
Try "damage" them the say way whit UI that shows Beam conections . Our Mechanic just replace them becouse they has been scrached ; i know there is no scraches in BMNG
As long as I understand, if the outer and inner part of the marker light will be synchronized, BX will be legal. --- Post updated --- Or they need to redisine , remodle whole trunk, or just reprogram/recode taillights behaviour?
i brought this up in the 200bx thread and am pleasantly surprised to see it's been changed, even if it doesnt seem to have been mentioned in the patch notes. thank you devs!