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0.28 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Apr 4, 2023.

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  1. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

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    Is this running on Windows 7?
     
  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Tbh being well known doesn't make me somehow good at tuning cars lol. But still I couldn't manage to reproduce bending the tie rods no matter what I tried. I guess it could be caused by using mod wheels or something.
     
    • Agree Agree x 7
  3. Doge_guy

    Doge_guy
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    Jul 13, 2021
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    It sounds like that volume of engine sounds in interior is too low and quite, Also the tire skids are so quite, But other things is perfect, Please fix this issues ;)
     
  4. SemKill

    SemKill
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    Feb 5, 2021
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    i also noticed the car rolling voume is now more audible (or loud)
     
    • Agree Agree x 3
  5. CyberPope2137

    CyberPope2137
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    ETK K-Series Rennspecht KR is reving to low, not even on the beggining of redline on gauge clauster
     
  6. Doge_guy

    Doge_guy
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    Do you test it in garage or on a map?
     
  7. Ai'Torror

    Ai'Torror
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    Global Moderator
    BeamNG Team

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    Would be neat if you'd actually do some fact checking, suspension geometry as such is mostly unchanged (even the wide suspension is just spaced out on the subframe side by 0.03m on each side if I remember right, so actual geometry stays the same), drift steering had its angle reduced to make FFB more stable and reduce amount of clipping of the wheel into the subframe, tested stock 800 drift config as well as normal narrow suspension with drift suspension equipped and couldn't get it to deform itself under normal circumstances make sure you don't have any old mods that could be overwriting stuff enabled :)
     
    • Agree Agree x 13
  8. Doge_guy

    Doge_guy
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    Hey, You don't know Carreer mode is a WIP???!!! o_O
     
  9. CyberPope2137

    CyberPope2137
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    it's not a problem with gauge cluster, Rennspecht ECU has max rpm set to 6300RPM, i think it's too low, changing it to 7200-7500RPM would be better, now tachometer is useless when you don't know when you need to shift gear in manual mode because is not even close to beggining of the redline on gauge cluster
     
  10. Carlover97

    Carlover97
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    Feb 13, 2022
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    Anyone mention this yet? The lights above the speedometer in the LeGran now work!
    screenshot_2023-04-05_16-16-35.png
     
    • Agree Agree x 6
    • Like Like x 2
  11. CyberPope2137

    CyberPope2137
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    it was mentioned in notes about update
     
  12. bussin.buses

    bussin.buses
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    Well, it worked before
     
    • Agree Agree x 1
  13. r3eckon

    r3eckon
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    Seems like beamstate is even more broken than I thought, that 200BX just laughed its ass off at my request to load damage.

     
    • Agree Agree x 5
    • Like Like x 3
  14. AlexKidd71

    AlexKidd71
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    Mar 16, 2022
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    Nice update! The only really weird thing for me is that my control mappings are completely weird after the update. I have a thrustmaster ts xw wheelbase with the loadcell pedals. The old mapping remained but somehow the update added new mappings to almost all buttons and axis. The clutch had additionally the axis of the break and vice versa. Funny if you try to shift and the car stops :) If I press the horn you hear the sound and the game goes to pause. You set the indicator and additionally the hand break turns on…
    now I have to recheck all the settings.
     
  15. 23Terrabytes

    23Terrabytes
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    195
    Check out my recent findings of the new "quest" system:

    https://www.beamng.com/threads/earl...w-of-career-concept.88089/page-8#post-1574860

    Some examples; Distance Driven: 5k, 100k, and 1000k milestones, Basic Movement quest with the description "Learn to walk", as well as Vehicle Choice: "Select the first vehicle of the career" See the post at the link above to see all files\references to "quest" I found in the 0.28 game files.

    You can see most of this by just playing the Career Mode ingame, but the link above I listed all my findings based off game files alone and not what's seen ingame.
     
    #255 23Terrabytes, Apr 6, 2023
    Last edited: Apr 6, 2023
    • Like Like x 3
  16. Cutlass

    Cutlass
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    Anyone know what the "interior collisions" are?
     
  17. SuperAgentAlex

    SuperAgentAlex
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    Apr 23, 2020
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    Stuff can collide with the seats and dash n stuff. That's pretty much it.
     
  18. 23Terrabytes

    23Terrabytes
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    Aug 1, 2022
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    Found a World Editor bug while using the Terrain Paint. Specifically when you UNDO a paint action. If you UNDO terrain paint you placed down about 50% of the time it will leave a bit of the terrain paint you want to undo still on the map. Its always a partial ring\square in the exact size of the terrain paint brush size you used and after some testing I noticed its always in the last place you had the terrain paint brush before you let go of the mouse.

    In the included pictures I had a terrain of all grass and I then scribbled on different terrains paints (more than just a dot). I then hit undo several times until it should have been back to all grass. But when I did that I was left with a bit of the terrain I wanted to undo. This is easily repeatable and happens on any map (even default BeamNG maps) regardless if you paint a dot or hold the mouse and draw a bunch on. Most of the time if you undo that action it leaves a tiny bit leftover and doesn't fully undo your last paint action. You can UNDO, REDO, as many times as you want, but it will never fully remove that last little bit when using the UNDO action. I have even hit undo to get it back before I painted anything, saved, closed the game, and then reloaded the map - to see if it was just a graphical bug, but its not - it was now a permanent part of the terrain paint.

    Screenshot2023-04-05222355.png Screenshot2023-04-05222228.png

    ~~EDIT~~
    I had 0 active mods and my map was using only BeamNG assets and does not replace any original\default files. But to double check this behavior and to make sure it wasnt any sort of issue with my map, I also tried in SafeMode. I was able to replicate the Terrain Paint UNDO bug multiple times while in SafeMode as well.
     
    #258 23Terrabytes, Apr 6, 2023
    Last edited: Apr 6, 2023
  19. trm7

    trm7
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    Dec 25, 2016
    Messages:
    435
    idk if its realistic or not but the new 448 and 309 moonhawk engine has a bizarre torque curve with high stage engine blocks making things like the drag edition accelerate kinda weird cause the power drops then comes back and then drops again. Same weird torque curve happens with the 309 to.
    Screenshot1456.png
     
  20. Br'er Lappin

    Br'er Lappin
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    Joined:
    Jun 12, 2015
    Messages:
    3
    Hi, first of all, i want to thank the devs for the amazing work you have been doing so far; the ETK 800 is one of my favorite cars so is very nice to see it finally getting an upgrade.

    Putting that aside, i would like to report a bug i have been getting since the last update: when two vehicles get attached using the node grabber feature, after decupling the nodes the camera does not revert back to circle around a single vehicle, instead getting progressively far away from it.
     
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