The AI sometimes fails to properly line up at the drag strip, and when they do, sometimes they begin to reverse during the countdown and crash into walls
Does this occurs with some specific vehicle and configuration? Perhaps the brakes does not allow them to stop earlier.
It's been kind of random, sometimes they stop before both amber lights are on, sometimes they line up but begin to reverse away rapidly turning left and right eventually crashing into a wall. (that last one I remember happened with the SBR4) no mods running etc, i'll try catch it on video and post it here if needed. This is sort of rare, after a few races it will likely happen at least once, bus has highest chance of failing to properly line up i'd say
I found a simple solution, please consider doing it, thanks. In the "combustionEngineThermals.lua" In line 523 Code: local coolantEfficiency = useRegularCoolantLogic and (coolantMass * invInitialCoolantMass * max(min((constants.maxCoolantTemperature - M.coolantTemperature) * 0.1, 1), 0)) or 0.01 Change the number 0 to 0.001, as shown Code: local coolantEfficiency = useRegularCoolantLogic and (coolantMass * invInitialCoolantMass * max(min((constants.maxCoolantTemperature - M.coolantTemperature) * 0.1, 1), 0.001)) or 0.01 The 0.001 is low enough to fully damage the engine after overheating, and high enough to prevent temp jumping after cooling down.
technically if you modified a map to have below zero temperature and disabled engine preheating in the settings, you could get cold engines, i dont know if this would make starting up the engine take any longer though
AI still tries to avoid other cars even when simplified collision physics are enabled (where inter-vehicle collisions are disabled so there's no reason they should react)
Is this really a glitch, or am I just misunderstanding you? If I were driving with simplified collisions, I wouldn't want traffic just phasing through each other.
If it's not a glitch it should at least be toggleable, because I like to use it to compare lap times and I can't really do that when they're trying to avoid hitting each other despite it being impossible for that to happen.
This is a bug, not mod-related. In the X:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\vehicles\van.zip\vehicles\van\van_engine_v8_diesel.jbeam I found this Code: "van_intake_v8_diesel_stage3": { "information":{ "authors":"BeamNG", "name":"Stage 3 Variable Boost Turbocharger", "value":2850, } "slotType" : "van_intake_v8_diesel", "turbocharger": { "bovSoundFileName":"event:>Vehicle>Forced_Induction>turbo_semi_01>turbo_bov" "hissLoopEvent":"event:>Vehicle>Forced_Induction>turbo_semi_01>turbo_hiss" "whineLoopEvent":"event:>Vehicle>Forced_Induction>turbo_semi_01>turbo_spin" "bovEnabled":false, "bovSoundPressureCoef": 0.0, "bovSoundVolumeCoef": 0.0 "hissVolumePerPSI": 0.03, "whineVolumePer10kRPM": 0.04, "whinePitchPer10kRPM": 0.05, "wastegateStart":"$wastegateStart", "wastegateLimit":"$=$wastegateStart+1", "maxExhaustPower": 55000, "backPressureCoef": 0.00008, "frictionCoef": 80, "inertia":14, "damageThresholdTemperature": 750, "pressurePSI":[ //turbineRPM, pressure(PSI) [0, 0], [25000, 5], [50000, 10], [100000, 16], [150000, 24], [200000, 33], [250000, 43], ], "engineDef":[ //engineRPM, efficiency, exhaustFactor [0, 0.01, 0.01], [250, 0.10 0.10], [500, 0.20, 0.20], [800, 0.30, 0.30], [1100, 0.40, 0.40], [1400, 0.50, 0.50], [2000, 0.60, 0.60], [2500, 0.70, 0.70], [3000, 0.80, 0.80], [3500, 0.88, 0.88], [4000, 0.90, 0.90], [5000, 0.90, 0.90], ], }, "mainEngine": { //turbocharger name "turbocharger":"turbocharger", "$+particulates":0.4, }, No "Variable" section, but it has "$wastegateStart"