Looks like the sedan mod uses the old body, could be partially why it works on it and not the vanilla 800, maybe it's something with the plate's offset. Still strange though considering it was completely fine before.
I downloaded the beamng drive on my notebook when I put a car in. A blue bug appeared but I could fix all the bugs
This might be old news and isn't version related specifically but I do wonder why the metric speed on the old Pessima ends at 160.
At the default spawn point for the Industrial map, this pole directly behind the vehicles goes through them if you back into it. I was able to repeat this.
Are we allowed to complain about the AI yet? I imagine that Artificial Intelligence is terribly difficult to make ideal, but it would be fantastic to have it be just a touch smarter. I seemingly can't go two minutes without having AI stop in the middle of the road for seemingly no reason, or drift off into oncoming lanes and end up stuck head-on with another car. They also often take up two lanes at a time on multi-lane roads, which can be quite annoying when you're trying to have an immersive driving session. Obviously these are more minor details that are less important than certain others, but still something that I'd like to see fixed, eventually.
Dynamic reflections still not properly shaded unless car lights are on If you're looking for a workaround, just leave an Ibishu Pigeon sitting somewhere on the map with its lights on.
Modern heavy duty D-Series. During crash rear wheel fell off but still were getting power. Didn't test rest of the heavy duty trucks.
Some bus scenarios have glitchy spawns, I went through every scenario so here's a list of the ones that spawn backwards, inside objects, weird angles etc. All ECUSA Gridmap - 1 Wild Twister Italy - 101 Norte Italy - 142 Lucera Norte Italy - 142 Norte Lucera Italy - 145 Norte VilaPace Italy - 145 Norte VilaPace Rev
Hope this isn't the wrong place for this question. What happened to the tire contact devblog? Been itching to see the ins and outs from a dev's view. I feel it, I see it, but it's been rather vague in devblogs, and hasn't been mentioned/shown on the youtube channel yet either.
The Piccolina rear left glass is still unbreakable unless you hit it just right BELOW the window. Otherwise it makes the breaking sound and particles but stays intact. Even when using the Break button. It is caused by the left quarter glass having the breakgroups of the right one: This just means that the beam breakGroup and deformGroup the glass mesh is assigned to don't exist, making it unbreakable. But there is a working triangle breakGroup with the same name, so you have to deform the triangle to break the glass. That's why hitting just below the glass breaks it and why nobody noticed the issue. I have tested that changing that fixes the issue.