The simple traffic ETK I prelift seems to have a problem with the wheel texture, it looks like the wheel is of different colours.
Miramar needs an ultra heavy duty long block option and performance long blocks are weaker than heavy duty one
Idk if it will help, but anyway, I forgot to mention that I´ve also trashed all the left overs from 0.36 (every folder/file) before executing a clean install
Wheel Selection Dropdown Not Fully Scrollable in Vehicle Config Menu (Since 0.36) Hi everyone, I've been having an issue in the garage/car editor mode since version 0.36, and I haven’t been able to find any solution after searching the forums. Basically, when I try to modify a car’s configuration and want to change either the front or rear wheels, I can’t scroll through the entire list of available wheels. I only see a small part of the dropdown list, and the scroll bar either doesn’t work or doesn’t appear at all. This makes it really hard to select wheels — especially since the visible section for front wheels isn’t always the same as the one for the rear wheels. This issue happens with both vanilla cars and modded ones, and I do have a few wheel pack mods installed. Everything else in the game works perfectly — it’s just this wheel selection menu that’s broken or limited in some way. Has anyone else encountered this? Is there a fix or workaround? Thanks in advance!
In safe mode, there is a small chance that pressing Esc repeatedly when closing the menu will not release the pause. In normal mode, the symptom appears even if only one mod is added, so I left a log in my normal mod usage environment.
is it a specific mod or any one? the repro steps are just "load any level, start pressing esc", or is it only specific level or specific vehicle?
I don't know about that. I got the same symptom when I randomly selected and inserted one of the mods used in .36 (map was of the west coast) Personally, I think the problem might be the mod that uses additional keybindings. I've had a few experiences with mods using additional keybindings causing issues since 0.36 (This part that was resolved by using the keybinding conflict resolution mode uploaded to the REPO)
"equipments" is misspelled. its become a tradition in the community to point out misspelled words as "making the game literally unplayable"
On vehicles with multiple fuel tanks, leaving some tanks empty reduces fuel consumption. Tested in safe mode on the T- and MD-Series. Screenshots of the T83 Long Haul Special with all 4 tank filled, and with 1, 2, and 3 empty, in order:
Pausing the game doesn't seem to pause force feedback, causing the wheel/device to keep working with whatever the previous value was. Unpausing does activate the slight transitional fade/spike preventer I can see in hydros.lua. I'm assuming that this is happening because M.curForceLimit in line 203 isn't ever set to 0 if paused, as it is only updated in updateGFX (which doesn't run when paused). This is the same with FFBcalc that calculates the output forces, which also won't run when paused. Obviously, manually setting output to 0 in debugDraw fixes this.
How do i take a screenshot with the parts menu in place? Also the rear inside door opener box things are misaligned on the Bluebuck sedan. Did the instrument panel on the Bluebuck gain new textures?