When the Coolant temperature reaches 130 Celsius the coolant efficiency is 0.000 regardless of coolant volume, this causes a "divided by zero" situation that could cause issue, such as when the engine compartment cooled to below 120 the coolant is still 130 degree Celsius. A possible solution is to use a lower cap such as 0.001 via the clamp() function Unfortunately no screenshot about oil/block/cylinder wall at 112 deg C was made because I encountered another bug: The longer the gameplay, the laggier the UI, if the Engine Thermal Debug is open for about ten minutes, all UI including Tachometer will lag for about ten(!) seconds even after the removal of the Engine Thermal Debug.
I LOVE THIS UPDATE!! The graphics are so good and loading times are reduced greatly! On 0.22, it took 10 minutes to load the game. Now it takes just 27 seconds!
So that's why my UI keeps lagging after every few minutes... I've got clutch and engine thermals open.. and after selecting a few parts in the customisation menu, the UI is at a whopping 2fps, while the game is at its usual 25fps.
So, in fact the problem was in the mod, not the game. I had a laggy BMW pack installed, so after I removed it, everything started to work smoothly.
Try to clear cache and eliminate some mods of Burnside --- Post updated --- Sorry, i didn't see it. Thank you and thanks to @acsdog
So, as we now have multiple presets for UI for different scenarios: Would it be possible to create your own preset and have it saved to "settings" folder like custom inputmaps and configs - and not have them reset after an update? And to be able to "default" it for any type of scenario? This would be wonderful! For example - one custom preset for flying, one custom preset for driving, one custom preset for driving with AI...
So I just noticed that after the new hotfix, putting the adjustable wood crate in the bed of the Pigeon makes it explode and breaks the physics BeamNGdrive-0231012365-RELEASE-x642021-07-0310-15-57_Trim.mp4 Verified in safe mode
I really hope devs would consider linking the cube map/reflections for trucks and trailers as they currently don't and look weird. Click the image below to view easy comparison I'll explain really quick what's happening. Truck is selected - Gets the dynamic reflection and the trailer does not. Trailer is selected - Gets the dynamic reflection and the truck does not. What it would look like if the reflections were linked together, minus the reflection of the truck on the trailer since it wouldn't render it with just one cube map.
It actually hasn't had the Heavy Duty Long Block for the last 4 updates, IIRC. And it doesn't only overtorque in Reverse but also in Drive, when you put it in Manual mode, in high gears at low speeds (say 7th or 8th gear @60kph/37mph) and then accelerate full throttle, building up the boost in the meantime.