It's based on the Lancia Stratos (Including the livery) which was RWD and very snappy. It would make less sense if it was AWD, at that time period it was primarily Audi's domain.
Well that explains it! I'll just stop looking in that area then haha But the brake light situation, I think, is much more of a geographic mistake than the climate control display. I hope it gets considered for a change!
on frontal impact the frunk magically floats. im using the 350 targa. im in safe mode this time. node in last two pictures was me trying to close the hood. Edit: happens with all different variants.
The fact that many other official content vehicles also have red turn signals at the back should imply that they are indeed US-spec vehicles. Just about anything from Gavril and Bruckell, as well as the Soliad Wendover, the Burnside Special, both the Hirochi Sunburst and SBR4, and the Ibishu Covet, 200BX, and Hopper are just that. Whether or not you want to include the ETK 800 Series and K-Series as well is up for debate. Those living outside of North America are most likely not pleased with the fact that, yes, the United States (and Canada to an extent) allows red rear turn signals because they didn't mandate amber ones like the rest of the world, despite the fact that studies have shown the latter is more effective than the former when it comes to signaling. Other reasons include design aesthetics and production costs of using red over amber. It's not just the Big Three US automakers that are guilty of this "crime" (GM, Ford, and Chrysler), even foreign manufacturers (examples include: Volkswagen, Audi, Mercedes, BMW, and Mini of Germany; Toyota, Honda, and Nissan of Japan; Lamborghini and Alfa Romeo of Italy) that sell their products in the US end up using red turn signals for that market, simply because the government still gives the a-okay. That being said, some people out there are fine with red turn signals. One example of such signals that are at least cool is the sequential turn signals (also called dynamic turn signals) on the Ford Mustang S550. And before other people complain, yes, amber ones also exist elsewhere, but they generally don't even make it to the United States because of another federal regulation concerning surface area of turn signals on the first instance of them lighting up. In short, those on the Mustang are allowed because they are large enough (although Audi got around it). Which brings me to the point that the dual functionality of the rear lights on the Bastion are now more accurate as what I would usually see with vehicles that have them, one of which is the Dodge Charger. It's hard to explain, but when the turn signals are activated, they will continue to flash on and off, even when the brakes are applied, until the signals are deactivated. I do not believe this was achieved in previous versions, so I will give credit to the developers for that minor attention to detail, even if not everyone is from the United States
redline doesnt match with lower revving civilian versions. Maybe there could be a second tach option for the road legal nonrace cars?
The top speeds for a few of the new cars are wrong, I see the Bolide Top Speed was already reported but the Bolide Group 5 can go up to 223mph (not 183) and the Bastion Drag can go 257mph (not 165). But besides little details this is an amazing update, the Bastion and Bolide are both fun cars and they seem well put together. edit: Is it possible Steam trading card for the Bolide be updated? It still shows the 350 GT and that isn't a model anymore.
upon launch the drag bastion damages its rear suspension which shunts the rear tires forward bit. Also, shouldn't it be running the skinny drag tires upfront and not street tires? --- Post updated --- even on a non prepped surface it breaks the suspension slightly. i feel beefed up beam strength suspension that can be called drag(insert part here) will be needed.
Orange turn signals are for commies! USA number one! (just kidding--I'm American, and I think the law is dumb.) I was very glad to see the one-bulb-does-all function, as unsafe and just generally-not-good as it may be, accurately represented. It's a very little thing, of course, but it is nice to see it be correctly implemented for the first time. BeamNG is pretty detail oriented, so the fact that vehicles like the D and H-Series, as well as the Burnside flash the turn signal on top of the brake lights kind of bugged (and surprised) me. I'm hoping that the Bastion's turn signal mechanic soon comes to those vehicles. Since I'm posting here, I might as well say that the dev team knocked it out of the park with this update, as "minor" as it is. The Bastion and Bolide are both very fun to drive, and they look great.
Adding on to your point, if the developers were to eventually implement the turn signal feature to other vehicles from the Bastion (such as the D-Series, H-Series, and Burnside as you described), then I would love to see the option of those flashing like halogen lights in those applications. Because right now as it stands, all vehicle lights function as if they were LEDs. This would be fine on modern vehicles like the Bastion, Vivace, SBR4, 800 Series, and K-Series; the Sunburst may be a possibility with higher-end trim levels, but all other vehicles that are older don't quite fit this as much. It makes me wonder if they were fitted with aftermarket LED lights to do the job. Yes, it might be due to game engine limitations and also a minor complaint, but this has been on my mind for a long, long time ever since the game first came out in 2013. The flares somewhat mitigate this effect to some extent though. In my opinion, there should be an option to choose between halogen lights and LED lights in the code for each vehicle, but only if this can be done. If not, then I'll just live with that fact like I have done in the past several years of playing BeamNG. Regardless, I do agree that the 0.24 major update in general might be one of the nicest ways to end the year. We've got three vehicle remasters, more PBR support on levels, various improvements and bug fixes (despite some issues unintentionally introduced in this version), and most importantly, a new vehicle. What more could we ask for? This essentially proves there is a future for the game in the years to come
Well I'll be damned, what essentially qualifies as two full updates in two weeks. Hell or high water, whatever you think of this game, I think it's time to put away the negativity and frustrations for just a minute, and give the devs a high five here. The heat they took the past couple of months was depressing but understandable and it is clear that time wasn't spent playing Angry Birds on their phones. Give the BeamNG team some love here folks...you know you want to.
Hey devs, awesome updates! I'm having an issue I don't expect many others here will come across. When running multiseat demolition derbies after 15-30 minutes of playtime, game performance falls through the floor. Here's two screenshots of performance graphs, one is during normal gameplay and the other while lagging. I made sure the only mod installed was my own, Realistic Derby Project - seemingly every RDP host has experienced this issue except for myself. Everything was working prior to the update. Beam continues lagging no matter what unless game is totally closed and restarted, even loading into an entirely new map does not clear the lag. I don't know if it happens only with multiseat or not, Fairgrounds AI is not currently working to check, and I don't know how else it would trigger without many players. Would be glad to provide more information if needed. For this particular player, FPS dropped from ~30 to ~7 when game was unpaused with 8 cars.
Idk what you are talking about, to me it was always undrivable no matter the config, was the worst handling car in the game for me, now the 350 GT I can actually drive properly, and race and rally versions too, the rest still not really but it's better than before.
All vehicles shake violently at very low speeds, like between 0-5kmh I like to drive realistically so I always encounter this behaviour I don't think it happens in real life at all. Hopefully it will become more stable in the future
The vehicle performance auto test function seems to be broken with v0.24.1. Using the bat file it starts the game and load the performance test map and the determined car and config, but it didn't start with the tests itself. Furthermore the game/simulation speed is increased as it is used in the ESC test app. I use the same .bat and .json file structure that worked in v0.24.0.x and previous version without fault. Here are the codes of the files: BeamNG.drive - Auto Tests.bat Code: Bin64\BeamNG.drive.x64.exe -batch -nocrashreport -quitonfatalerror -lua extensions.load('util_worker') work.json Code: //[{"type": "calibrateESC", "vehicle":"etk800", "pcFile":"etk856ttsportplus_A"}] [{"type": "testVehiclesPerformances", "vehicle":"bastion", "pcFile":"track_v6_awd_SQ"}]
The new Bruckell Bastion, has no fog light output, fog light symbol on the dash, engine overheat symbol on the dash and, the chrome wheels have no config for them (vanilla) and thanks for the continuation of great continued updates!
The Bastion feels like a super unsafe car, i hit a wall at 15 mph and it looked i crashed the car at 40 mph into a wall.. and the suspension is also kind of weak..
i think there's some kind of memory leak going on with the game at the moment, i seem to be encountering it especially with the minimap ui app open. before, the game used to run at the same framerate for as long as it was open, but now after about half an hour the ui starts to lag and the game itself starts chugging afterwards. my specs are in my signature