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0.31 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Dec 13, 2023.

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  1. Pr9tkin

    Pr9tkin
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    100%! Maybe it was stolen to sell it! They didn't want anyone to notice, so they chose an unpopular configuration of the car.
     
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  2. Johnny Wilson

    Johnny Wilson
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    Aug 5, 2017
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    I recently discovered that the Moonhawk’s 1973 fascia is missing textures. Is this a bug with the game because I’ve seen some people say the same thing?
     
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  3. bussin.buses

    bussin.buses
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    Yeah, I have it too.
     
  4. LucasBE

    LucasBE
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    Figured I'd just throw this in ; not a bug, just a suggestion

    The current primer color for new parts is a sick addition, but I feel like the color is way off. Sure, tan primer exists, but I feel like most of us are more familiar with the blue-ish gray primer.

    This can easily be changed in the painting.lua file in the career modules though.

    Going from this :
    Capturedcran2023-12-28145039.png

    Capturedcran2023-12-28145934.png

    To this :
    Capturedcran2023-12-28150751.png

    Capturedcran2023-12-28150845.png

    Only thing there is to do is change the RGB values, remove the 100% metallic thing (why is it even set to metallic), and change the roughness to 0.9 / 0.8
    Just figured I'd throw this in. Other than that I'm happy to see progress being made to career mode. Great stuff :)
     
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  5. SSRG

    SSRG
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    Huh, neat.
    On the topic of this, because I can’t check myself due to some “game trying to use more memory than available” issue, in Career Mode, do the replacement parts automatically work, or do you need to add support for them or something?
     
  6. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Minor footnote here: Arcade ABS is not necessarily better than Realistic ABS. It might or might not break/brake in situations that Realistic ABS has no troubles with. Such as inside the large hamster wheel, in a moving aircraft carrier, or other situations where airspeed/groundspeed/GPSspeed are not necessarily equivalent.
     
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  7. McBeamer94

    McBeamer94
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    Found one more bug, this time with the 50PSI Boost Gauge of the remastered T-Series: the readout in the middle is 25PSI when the gauge isn't lit, but it is 30PSI when the lights are on.
     
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  8. bussin.buses

    bussin.buses
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    The Roamer looks a bit off...
    screenshot_2023-12-28_10-01-50.png
     
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  9. lazygamer

    lazygamer
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    On WCUSA there is what i think is a bug near the construction site in the city, there is a mound of dirt with a road goig through that, but the terrain is straight up 90 degrees so you cant drive up it:
    upload_2023-12-28_13-52-36.png
     
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  10. onics

    onics
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    It seems that there is an issue with the way the reflection in the physical mirrors of the T-series is computed when using a (roughly) 21:9 widescreen monitor:

    With a trailer attached to the truck as such
    OutsideView.jpg
    the physical mirrors will display the trailer as if it extends beyond the width of the truck:
    PhysicalMirrorsOnWidescreenMonitor21by9_Left.jpg PhysicalMirrorsOnWidescreenMonitor21by9_Right.jpg
    (The screenshots were not downsampled, so the monitor resolution is the same as the screenshots'.)

    On an unrelated note, the discrepancy in where North is displayed on the minimap vs. the compass is still not fixed. (I first reported this here.) The reason why it is correct in the above screenshots is because I manually edited ui\modules\apps\Compass\app.js and adjusted the yawDegrees computation as follows:
    Code:
              yawDegrees = streams.sensors.yaw * 180 / Math.PI - 90
    
    Similarly, I also adjusted the heading computation in ui\modules\apps\CompassPrecise\app.js:
    Code:
            var size = Math.min(c.width, c.height)
              , heading = streams.sensors.yaw + Math.PI/2
    
    Going by the position of the sun on the West Coast, USA map the minimap's North is correct, which is why I adjusted the compasses to match the minimap. The adjustments were found through trial and error as I have not found any documentation on the yaw values as returned by the game engine. Though it is a bit weird that a yaw of zero does not correspond to North, so maybe the yaw value as returned by the sensors needs fixing as well?

    Regardless of the correct way to resolve this, I would appreciate it if this could be fixed in an upcoming update as editing the game files directly is not a long-term solution.
     
    #510 onics, Dec 29, 2023
    Last edited: Dec 29, 2023
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  11. bussin.buses

    bussin.buses
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    You need to use this to enable the physical mirrors. It doesn't seem like you've checked the box, based on the screenshot.
    upload_2023-12-29_9-20-39.png
    It's still not fixed...
     
    #511 bussin.buses, Dec 29, 2023
    Last edited: Dec 29, 2023
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  12. DaddelZeit

    DaddelZeit
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    Are you sure that the setting is enabled? This looks exactly like the mirrors would otherwise.
    upload_2023-12-29_16-23-3.png
     
    • Agree Agree x 4
  13. onics

    onics
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    Ah, I did watch the videos published by the developers when 0.31 released but did not notice / do not recall any mention of a new setting I had to explicitly enable. After doing so in the options, the mirrors work as expected. Thanks to the both of you for your quick help!

    PhysicalMirrorsEnabledLeft.jpg PhysicalMirrorsEnabledRight.jpg

    (Technically the lower mirror on the right hand side still does not show much, but I am not sure whether that's an issue or working as intended. I'll leave that for the BeamNG.drive staff to decide.)
     
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  14. bussin.buses

    bussin.buses
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    It's a mirror to show cars in your blind-spot.
     
  15. Copunit12

    Copunit12
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    Jan 13, 2015
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    That is a convex mirror. It's meant to reduce the size of side blind spots at the cost of it not being very accurate with judging distance.

    This is not exact but it gets the idea across.
    upload_2023-12-29_13-51-3.png upload_2023-12-29_13-51-58.png upload_2023-12-29_13-52-56.png
     
    • Agree Agree x 4
  16. Covalence

    Covalence
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    Jul 3, 2021
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    After spending way too long looking at the code and restarting Safe Mode (for some reason editing the jbeam and pressing CTRL+R causes the car to fly away), I figured out the T-series keybind issue is the game's fault. It uses triggers2 with a common: action for the inputAction, which (apparently) both overwrites the controls and creates duplicates. The fix is to use the regular triggers system with an onDown event, like the Aurata and Scintilla (and probably more):

    Replace lines 202-215 in us_semi_conventional_interior.jbeam with this (also consider removing the duplicate controller for the odometer):
    PHP:
        "triggers": [
            [
    "id""idRef:""idX:""idY:""type""size""baseRotation""rotation""translation""baseTranslation"],
            [
    "sw_ignition""dsh2l","dsh2r","dsh1l""box", {"x":0.05"y":0.02"z":0.02}, {"x":0"y":0"z":90}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":0.4175"y":0.133"z":-0.04}, {"deformGroup":"""color": [0010.4]}],
            [
    "sw_starter",  "dsh2l","dsh2r","dsh1l""box", {"x":0.05"y":0.05"z":0.05}, {"x":0"y":0"z":90}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":0.431"y":0.23"z":-0.04}, {"deformGroup":"""color": [0010.4]}],
            [
    "parkingBrake""dsh2l","dsh2r","dsh1l""box",{"x":0.03"y":0.07"z":0.07}, {"x":0"y":0"z":90}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":0.275"y":-0.13"z":-0.035}, {"deformGroup":"""color": [0010.4]}],
        ],
        
    "triggers2": [
            [
    "id""idRef:""idX:""idY:""type""size""baseRotation""rotation""translation""baseTranslation"],
            [
    "trailerAir""dsh2l","dsh2r","dsh1l""box",  {"x":0.03"y":0.07"z":0.07}, {"x":0"y":0"z":90}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":0.375"y":-0.13"z":-0.035}, {"deformGroup":"""color": [0010.4]}],
        ]
        
    "triggerEventLinks": [
            [
    "triggerId:triggers""action""targetEventId:events"],
            [
    "sw_ignition""action0""sw_ignition"],
            [
    "sw_starter""action0""sw_starter"],
            [
    "parkingBrake""action0""parkingBrake"],
        ],
        
    "triggerEventLinks2": [
            [
    "triggerId:triggers2""triggerInput""inputAction"],
            [
    "trailerAir""action0""toggleTrailerAirSupply"],
        ],
        
    "events":[
            [
    "id""title""desc"],
            [
    "sw_ignition""ui.inputActions.vehicle.toggle_headlights.title""ui.inputActions.vehicle.toggle_headlights.description", {"onDown":"electrics.toggleIgnitionLevelOnDown()","onUp":"electrics.toggleIgnitionLevelOnUp()"}],
            [
    "sw_starter""ui.inputActions.vehicle.toggle_headlights.title""ui.inputActions.vehicle.toggle_headlights.description", {"onDown""electrics.setIgnitionLevel(3)"}]
            [
    "parkingBrake""ui.inputActions.handbrake.title""ui.inputActions.handbrake.description", {"onDown""input.toggleEvent('parkingbrake')"}],
        ],
    and lines 106-119 in us_semi_cabover_dashboard.jbeam with this:
    PHP:
        "triggers": [
            [
    "id""idRef:""idX:""idY:""type""size""baseRotation""rotation""translation""baseTranslation"],
            [
    "sw_ignition""dsh","dshr","dsh2""box", {"x":0.05"y":0.02"z":0.02}, {"x":17"y":-5"z":8}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":-0.19"y":0.155"z":0.129}, {"deformGroup":"""color": [0010.4]}],
            [
    "sw_starter""dsh","dshr","dsh2""box", {"x":0.05"y":0.05"z":0.05}, {"x":17"y":-5"z":8}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":-0.18"y":0.24"z":0.094}, {"deformGroup":"""color": [0010.4]}],
            [
    "parkingBrake",  "dsh","dshr","dsh2""box", {"x":-0.07"y":0.03"z":0.07}, {"x":8"y":-8"z":-24}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":-0.001"y":0.057"z":-0.025}, {"deformGroup":"""color": [0010.4]}],
        ],
        
    "triggers2": [
            [
    "id""idRef:""idX:""idY:""type""size""baseRotation""rotation""translation""baseTranslation"],
            [
    "trailerAir",  "dsh","dshr","dsh2""box", {"x":0.07"y":0.03"z":0.07}, {"x":8"y":-8"z":-24}, {"x":0"y":0"z":0}, {"x":0"y":0"z":0}, {"x":0.025"y":0.053"z":-0.036}, {"deformGroup":"""color": [0010.4]}],
        ],
        
    "triggerEventLinks": [
            [
    "triggerId:triggers""action""targetEventId:events"],
            [
    "sw_ignition""action0""sw_ignition"],
            [
    "sw_starter""action0""sw_starter"],
            [
    "parkingBrake""action0""parkingBrake"],
        ],
        
    "triggerEventLinks2": [
            [
    "triggerId:triggers2""triggerInput""inputAction"],
            [
    "trailerAir""action0""toggleTrailerAirSupply"],
        ],
        
    "events":[
            [
    "id""title""desc"],
            [
    "sw_ignition""ui.inputActions.vehicle.toggle_headlights.title""ui.inputActions.vehicle.toggle_headlights.description", {"onDown":"electrics.toggleIgnitionLevelOnDown()","onUp":"electrics.toggleIgnitionLevelOnUp()"}],
            [
    "sw_starter""ui.inputActions.vehicle.toggle_headlights.title""ui.inputActions.vehicle.toggle_headlights.description", {"onDown""electrics.setIgnitionLevel(3)"}]
            [
    "parkingBrake""ui.inputActions.handbrake.title""ui.inputActions.handbrake.description", {"onDown""input.toggleEvent('parkingbrake')"}],
        ],
     
    • Like Like x 4
  17. Staunchtrooper

    Staunchtrooper
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    May 6, 2018
    Messages:
    9
    Cannot load into Drag Race on the west coast, nor the Grid Map drag race v2.

    Disabled all mods, still no dice after you select pro tree or practice, just sits on the load screen and that's it.
     
    • Agree Agree x 1
  18. S4lomon YT

    S4lomon YT
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    Joined:
    Jul 7, 2023
    Messages:
    1
    Hello. Just wanna ask why is v0.31 bugged?
     
  19. bussin.buses

    bussin.buses
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    In what way?
     
  20. Louie's Workshop

    Louie's Workshop
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    Career Mode might be planned for other maps. The stats page has a section for career mode, split up per map.
     
    • Like Like x 3
    • Agree Agree x 2
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