Yes but even with dynamic reflections enabled the reflections seem rotated 45 degrees. I'm going to get some examples.
Okay, so here it is. (Checked in safe mode) On gridmap, with dynamic reflections enabled, the mirrors in the D-series seem to point in the same direction as before; and while turning right the buildings can be seen rotated 45 degrees: Also while perfectly lined up with those pillars like that: i am unable to see anything in my mirrors: And the clouds seem rotated at weird angles. Dynamic reflections distance, resolution and detail are set to max. Update rate is set at 2.
Good day, just downloaded the update, looks good but have found a few issues (only one related to this hotfix however!) First issue is that while the menus now stay open, they are now INCREDIBLY laggy. Like a good 30secs-1minute to be able to select another option. This is if either choosing to swap a part, or just another menu option. They game is still working as you can drive and reset, but none of the UI buttons (such as engine on.off) are interactable. Second is Industrial Port failure message is missing Third is an odd texture in East Coast by the garage in town has a decal issue. It dissappears when you drive towards it, and also looks oddly placed Forth is that the Fritting on the windscreens seems far too dark when looking at it from the inside through another window Otherwise well done on the whole thing looks great now
Found another issue while testing in safemode in East Coast. Just after the canyon bridge the is a tree that exists in low Level of Detail textures that disappears when you get near it. Doesnt exist physically. Happens in all texture modes other then high. Also pop up seems a lot more adundant Also i don't think its update related, but a number of D-series are missing their V8 tag
a small issue that has been there before pigeon's rework that occurs on both pigeon and wigeon : when you're in driver camera and you look behind throught the driver window, you will still have the interior muffling activated, while it's supposed to deactivate to be able to hear the exterior sound. Probably because the interior muffling zone is misplaced and go above the car's cabin. Im not sure if I described it properly.
I am sorry for repeating my question, but cache cleaning and starting the game in Safe Mode didn't help at all. What measures should I take?
Alright, round 2 of my bug list. UI/CEF: Digital Airspeedometer app incorrect height (slightly too short). New UI app management tool is in the way of apps in the top left corner. Engine Thermal Debug app has become bloated and is excessively long, so it would be nice to see it separated into multiple apps instead of just being a wall of values. Also, with how many different vital components can now be damaged, the Notifications/Messages app can spam the player with all sorts of information, so having the option to toggle certain notifications would be highly appreciated. Scenarios: Collect Mountain seems to occasionally freeze when resetting the vehicle and quite often prevents the player from bring up the Esc menu. Vehicle lighting: Ever since the PBR update, some vehicles have had weird lighting effects that make it look like the lights are very dim on the car. I noticed this mainly on the Moonhawk, Sunburst and Hopper, though it may also be the case with other cars. ETK K-Series: The Trackday variant no longer has the heavy duty long block, causing it to overtorque in reverse. Hirochi SBR4: The AWD TT S2 (M) does not have the active rear lip spoiler, even though the equivalent DCT variant does. Ibishu Wigeon: Oil gauge, door ajar, angle, rollover, oil temp and coolant temp lights do not function. Gavril D-Series: The inside of the windshield appears very dirty. Pro tip: If your engine is overheating in BeamNG, just steer really hard or start doing a donut to starve it of oil. The oil physically cannot overheat as long as it's starving.
Also, the trip/distance odometer keeps increasing when your game physics is paused and your speed is not 0.. If I'm going 200kph, and pause the game, the distance keeps increasing even though the physics is paused
I haven't found any bugs in the 0.23/0.23.1 but there are some details in need of polishing and those related to the Ibishu Pessimas and the Cherrier FCVs were not present in the previous versions of the game! 1) On the Gridmap V2, in the City zone, the entrance ramp of the parking lot makes a stair step so high that it catches the front bumpers of cars with low ground clearance. The lower part of the entrance ramp should be smooth, at the same level as the sidewalk, just like all other ramps in this parking lot are smooth. 2) In the Bruckell LeGran, the facelifted Sedan models don't feature the Facelift Tail Lights (with the square reversing light clusters), like the facelifted Wagons do. In fact, the Facelift Tail Lights don't even exist as an option in the Parts Selector of the Sedan models. Also, the Race version, although being the facelifted model, still has "1984 - 1988" written in its description, instead of "1989 - 1993". 3) In the ETK K-Series, the silver trim of the right center airvent is missing and it looks a bit weird! 4) There are some times in which both generations of the Ibishu Pessima spawn with weird interior colours. The first time I spawned the 1996 Pessima LX V6, instead of the usual Brown Interior, I saw the Dashboard and the Door Panels spawning in white colour, while the Steering Wheel and the Seats spawned in Brown. And when I spawned the 1988 Pessima 2.0 LX, instead of the usual Black Interior, the colour was a very light grey, again on the Dashboard and Door Panels, with the Steering Wheel and the seats being normally Black. Both these cases stopped happening when I changed the Interior Colour through the Parts Selector (the colour was just what I chose, without any glitches) but after exiting the game, cleaning the cache and relaunching the game the next day, the 1996 Pessima showed the same problem once again. 5) Since the Pigeon and Wigeon also have a 5-Speed Manual Gearbox, along with the 3-Speed, why does only the Wigeon have the 5-Speed Manual Shifter to complement the 5-Speed Box? In comparison, the Pigeon only has the 3-Speed Manual Shifter and it seems weird when choosing the versions featuring the 5-Speed Box (like the Rock Dove version)! As for the Parts Selector, it's quite strange seeing the exhaust part separated from the engine parts family. It's good that you included the radiator in the engine parts family (and this, along with the Oil Cooler, must also be done to all other BeamNG original vehicles, for finding it more easily and not fiddling around with other parts - except, of course, for cars having a Radiator Support, because its role is obvious and also because it supports some other parts as well, like the headlights) but the exhaust shouldn't be left out of this! Also, the Clock and the Oil Temperature Gauge, along with half the Warning Lights (the two High Temperature Lights, the Door Ajar Light and the two Rollover Lights) in the Gauge Cluster of the Wigeon aren't animated and don't function! 6) Unlike the Manual Column Shifter of the Burnside Special, the ones of the Base I6 Bruckell Moonhawk and the more basic versions of the Gavril Bluebuck are not animated and don't function (this is an old one but I just recently happened to notice it)! 7) In the Cherrier FCVs, the tail lights on both sides have quite a wide gap between the separate parts and, as a result, the sunlight reflections created by the transparent lens covers are very bright and seem to include whole sections of the environment the car lies in. The parts gap, along with its reflections, is also visible in the Orbit camera mode, in the default spawning distance/FOV! In the screenshot of the Rouge Bordeaux Vivace, inside the garage, you can see the vertical reflections intersecting the turn signals! As I said, this wasn't there in the prior versions! Here's how important corrections are in each tail light combo: - Normal Tailgate with Widebody Tail Lights, as seen on the Bronze Tograc close-up screenshot: the gap is very prominent, definitely in need of slight corrections. - Normal Tailgate with Normal Tail Lights, as seen on the Rouge Bordeaux Vivace screenshot: the gap is equally prominent and equally in need of slight corrections. - Alternate Tailgate with Widebody Tail Lights, as seen on the Vert Arsenic Vivace close-up screenshot: the gap is smaller but it still is quite prominent, especially when zooming on it, so it also needs some slight corrections. - Alternate Tailgate with Normal Tail Lights, as seen on the Gris Argent Vivace close-up screenshot: the same is also true in this case.