But you didn't read it. The entire reason experimental got iffy is because people didn't read anything about it. No offence to you, you may be a genius for all I know, but we need people to work at it too. Also, the new UI is very nice. EDIT: The setting names are the BEST THING EVER! Hope all the kinks are worked out soon. The world needs to see this. EDIT2: ENVIRONMENT? This is amazing! EDIT3: LIVE COLOR CHANGER. I can dye happy now. (punpunpunpun)
Was looking at it on a phone screen. Missed the reason for the file being broken up at first glance. Not to mention tdev hadn't actually mentioned why it was broken into five pieces yet
Having used the build for a while now, I'm very glad for this insight into the bleeding edge version of BNG. I've noticed that the AI is vastly improved compared to stable which I used earlier today. On ECA I've spawned a Roamer, put it on random and let it drive. 10 minutes in and it's cruising away happily! The occasional 3 point turns work a treat as well! As for the Roamer, love it. Would never have been a fan of massive American SUV's before but I'm taken by its floaty drive and so disgustingly brown it's good interior! Just a question for tdev, you noted that you had nothing to hide, why was the 200BX left out? I'm not asking for it to be instated, simply a genuine inquiry into its absence. Overall verdict though - Brilliant!
The credits have quite a few interesting people. Seeing Jakklu, Miura, and Nadeox credited as vehicle designers. Heh Not to mention the whole special thanks section. Edit: Just checked out the AI. Holy shit its amazing.
Thank you . It is very hard to create an AI that drives random routes while using the same controls (and physics) that a human is using. Also for people that are interested in its internals, the whole AI's source code is in ai.lua .
Estama, I wish I could thank your post. Have the water physics changed? In low gravity my car seems the float with the waves and be pushed by them.
I've noticed a pretty decent frame rate boost that seems to have gotten rid of some of the GPU bottle necks I had last update, good job guys
uploaded 0.3.8.1 - WIP snapshot 2 Yay, we finally fixed the 64 bit build Please test that thoroughly and report the crashreports you experience, so we can fix things up. Did someone try SHIFT+P yet? Fixed nodes are really fixed by now
Yes they have. I had to do a compromise to stabilize the wheels. More accurately there are no water physics. The subsystem that simulates the air in the wheels, also simulates the buoyancy of it in both water and air (think hot air balloons). So the air simulation changes that i did to increase the stability of the wheels also affected the water behavior. Also there are no waves existing in the physics subsystem ATM. Any wave like behavior that you see is due to the WIP status of the pressure simulation. It is a very complex subject (especially for realtime soft body physics) and i'm still thinking about it.
SHIFT+P works with console open since last stable update trying to type "thePlayer.setTransform" for example, ends up with "thelayer" and posts a screenshot.
Nope, no 200BX- Roamer's in there though Actually, does anyone have any idea why the 200BX isn't included? Am I missing something?
Oh. It froze my beamng, so in true derp fashion I pressed it a few more times. I just uploaded like 7 screenshots. Neat feature though!