Thank, i have already tried the safe mod and the game doesn't launch (sorry for my bad english). I try steam uptade
I have some more suggestions to make the content better. The 1998-2003 D-Series should have manual windows too, as late 90's and early 00's trucks had this option, especially on work trucks and dually trucks. The Central Station looks really empty, and could use more objects, such as bike racks, posters and signs, a bathroom, drinking fountains, vending machines, benches, trash cans, and possibly more. The elevator could use an elevator button (an up button) to give the elevator more detail. Edit: oh, and the central station is really small, maybe an expanded one with trains would make it more realistic.
I have been having some royal texture issues in the D-series. Already tried clearing the Cache to solve it, no luck
The mods don't necessarily have to relate to the D-series to cause issues. Try running the game in safe mode.
Since the 0.21 update I've noticed the behaviour on the start of time trials has changed. Previously sitting at the start line before and during the countdown you could Rev your engine to whatever speed you wished. Now though it seems that the engine is limited to 4000 RPM until the Go! signal. It's especially unsatisfying where once in the Bolide you could get some serious wheelspin at start, or in cars with a turbo where you could negate the turbolag somewhat, but now on starting you are constrained to slowly building up speed (ultimately I'm not certain it has a negative effect on the times but I would rather the choice). On experimenting I noticed there seems to be some form of limiting 'area' that applies this effect. In the video you can see at the starting blocks the car is limited to 4000 RPM, then moving forward a few feet its normal behaviour. But when the car moves back to the starting block or a position behind it, it's limited again (the effect only applies to the furthest back point you have put the car). I didn't notice anything in the change notes that seemed to relate to this so maybe there's a gameplay config option that changes this? *Edit: I just happened to try a different vehicle that does not have this bug. Tried some others as well and it seems this doesn't affect all configurations, but is more likely on the highest performance vehicle configs, e.g. Track variants. Completely prevented the Hirochi Sunburst Track (M) from launching off the start line on a slight incline
The side of the race track popping the tires. This happening frequently while driving over +180 km/h, with official cars and configs.
Hm, still not 100% sure I understand. But anyway: Using keyboard and wheel together will certainly produce weird scenarios, the wheel updates many times per seconds, the keyboard doesn't, you will likely end up with the wheel overriding keyboard inputs from time to time Anything that is filtered by the deadzone doesn't show up in the game, this also means that even after filtering, the game inputs will start at 0. With a deadzone you won't get input jumps from 0 to where your deadzone ends Can you please set the deadzone of the relevant input to around 50% and record a video of the issue with the pedals and steering wheel apps visible and if possible, also the hardware menu open where you can see the raw axis inputs?
Sorry, could have been clearer there. I meant any device that uses axis as inputs, that could be a wheel, pedals, even a gamepad with analog inputs.
Yes, sure. Be on line. --- Post updated --- In details here: https://www.beamng.com/threads/0-21...e-before-reporting.75298/page-21#post-1259965 --- Post updated --- Sorry, for some reason no issue right now. I will try it later in depth.
Dear Diamondback I can't replicate the braking issue. I just can suppose what issue was not from dead zone settings for now.