Naming a gearbox anything other than "gearbox" in the powertrain causes an error and prevents the powertrain from working.
I'm sure that isn't the issue. As I said, it happens even on the official CVT-equipped Sunburst, and I haven't edited any Sunburst files
Darn, I wanted to try to make something creative by naming a diff "gearbox" and the gearbox "realgearbox" so I could get AWD without requiring a new driveshaft. I figured it should work since it was everything was still connected properly (Engine->clutch->gearbox).
I'm not sure if therest a way to override the expected name, there probably is... Not at my PC atm though.
Not sure if it would happen, but when I try to make a car chase and crash into me into a wall in Grid Map, the chase car get confused for a while and drives away from me, then remembers to chase me but it isn't what I want anymore. Is that normal?
Not sure if this have been reported or not.. Thumbnail gen is broken Mods are disabled They generate these instead
I clearly stated they're disabled, but I'll try to clear the mods folder anyways (Not sure if that effects the thumbnail gen, it's worth to try)
I'm trying to use an 80's Automation-built exotic car in Light Runner mode, but I cannot select it. Is it just me that cannot use Automation vehicles, or can I not use vehicles other than BeamNG official content in that mode? Automation Exporter version: 190228
Thanks for updating me Luis, i appreciate a lot This will for sure give me some energy to achieve the current wip on my addon pack, so that it will be ready for your next update.
Game updated to 0.15.0.5 for me. Small update (103MB) and no entry in the devblog, so I guess it's technical changes "under the hood"...?
@LuisAntonRebollo (I think I've tagged the editor code guy, Let me know if I am wrong) Also, old bug(s), not a big one, but still a bug never-the-less: Delete a few nodes in a decal road in the decal road editor, but don't delete the whole road. Now without clicking anything other than the size field box, change the size of the currently selected node to anything else, and hit ENTER. Node moves magically to where the old node you FIRST deleted was (whatever one you clicked on before pressing delete). Editor does not update which node it's pulling the X and Y values from and hence uses the X and Y values from the node you deleted last. I believe this bug may carry over to the Mesh Road and River editors as they share a lot of code data as-per nodes. Also, clicking and dragging a node that's different than the one you have selected, without giving the editor a chance to select that node 1st will cause the wrong node to be dragged. This happens a LOT when adjusting decal roads for me, for some reason. Can test on Roane County. I have a Roane County update coming for the beginning of next week. Another editor bug I noticed: Inside f1 object editor. If you've been using the editor a while, you likely had something selected inside the f1 object editor before you switched to another mode (any other mode!). When you come back to the f1 object editor. Type a name of an object into the search box and click on it when it comes up (for example, I had a road named Westel_rd, so I typed Westel and clicked on it). Presto - TWO things are selected. Not only is 'Westel_RD' selected, but whatever you had selected (if it's not been deleted since) when you last used the f1 object editor, is ALSO selected. The info panel at the bottom of the window will say 2 object(s) selected. This can be three, four, or more objects if you had a few things selected BEFORE you used the search box & clicked on something. User Feedback portion: *There's also a limit I hit recently, Roane County TN MAP, the map that's likely 'too big for this game' in more ways than one - but surely shows limits quickly and reliably - I hit the 65536 DECAL ROAD AI NODE limit (only AI enabled nodes) and it crashes the AI's brain LUA file (whatever one that is, it'll say FATAL LUA ERROR, more than 65536 indices, and name whatever road it hit that it was computing when it hit the limit). Is this limit hard-coded in some way that would kill FPS if it was increased? I didn't think about the possibility of hitting a 16-bit value and it's inherent limit on 64-bit software, to my own fault, to be honest. Camera controls on the number keys (on the alpha-numeric side, not the keypad) should never function for camera controls WHEN THE MAP EDITOR IS OPEN, for obvious reasons. Myself and others find ourselves teleported back to the vehicle quite often while editing decal roads, mesh roads, rivers etc. Thankfully these can be unbound, but I have a feeling on a mod-friendly game like this, maybe that should/could be a check-box somewhere? This part is where I was a bit confused here with the editor: How does one make a single-lane decal road in the editor, lanes left 0.5 lanes right 0.5 (I haven't tried that)? But, there's not much info on this, and sometimes there's dedicated turns across large intersections, and on-ramps or off-ramps where that could be useful. The only way I know to do it now, is to make a road double the width you need, and center it on the left-edge of the lane, and put 'lanes left=0' & 'lanes right=1' and one-way = on. Hopefully this will carry-over to future game versions. All in all though, the game is very stable, and as of 3 weeks ago Nevada Interstate and Tail of The Dragon (Deal's Gap) do not crash the program on loading anymore. So I can't really complain. I figured I should send this info over to you folks for feedback, I hope this is in the right spot. Thanks! --- Post updated --- Reloading the LUA with CTRL+L while in free-cam removes the camera's association with the vehicle and leaves the camera tagged to the center of the map (0,0,0). Does not happen unless you're in free-cam mode.