Speaking of next releases and small bugs, why don't you guys do small updates every few weeks that squashes small bugs and fixes things so that we don't have to wait for 5-8 months before the bugs are fixed?
The game is in constant flux due to the heavy development that takes place all the time. For example, during half of last week, all the cameras were broken, sometimes pointing straight through the ground rather than looking straight ahead. I'm sure that kind of unstability would not be welcome. Trying to stabilize it for a weekly or biweekly release schedule would slow down development too much.
Just curious, what're the main differences between dev builds vs the public release? I saw that they require tons of HP, but what makes them special? Just wondering how they worked.
At the beginning i was having trouble with the camera zooming out. then if you skip to the 2:30 mark the camera stopped working and was stuck zoomed out. If i switched vehicle it wouldn't change. Was stuck on free cam? once it happens only the number 2 key moves camera. nothing else. not even the mouse. And then it just goes to crap and i have to close and restart game. 33 mods installed I cleared cache, and started in safe mode. still shows mods are active. still messes up. Also when i world edit, the camera goes funky,. when i exit world edit, the camera works but only moves in small circles around the object.
The main difference is they include vast amounts of extra information and are optimized for debuggability, rather than for speed or filesize. They are only used by a few of us in the dev team, and only when strictly necessary (since they are sooo slow). The rest of the team works with something very similar to the public builds.
Nah, those are full game builds that usually happen daily. I was talking about builds of one specific part of the code (the exe files, to simplify). Which may happen up to hundreds of times a day, and made available to the rest of the team up to 30 times a day (was curious and analyzed the logs, those are realistic figures). Or no times at all, of course, it all depends on what part of code we happen to be working on each day.
I've discovered that if you have the gearbox set to Realistic as default, and run the Airfield Showdown, the AI will not be in arcade, it will be stuck in Neutral. It's an easy way to win, but seems a bit unfair. So, steps to reproduce: Change "default gearbox behavior" to Realistic. Launch the Airfield Showdown scenario. Watch the AI not getting anywhere.. //Daga
Isn't really a bug, but the LeGran custom config has the same value as the sport version. It messed up my config selector and i want to keep my things sorted, a value of more than 3860 would be great, so it comes after the sport configs
I discovered that pausing while recording a replay and then ending the replay before you unpause will cause the pause icon to get stuck on screen and softlocks the game if you attempt to pause/unpause again. All of the menus will still work but you can't get the physics to unpause normally even if you load a new map. Gfycat Video - Click to Play - Direct Link
Pessima: trunk spoiler a bit loose. Wobbles noticeably as the vehicle moves. A beam connecting "sp2ll" to "q4l" / "sp2rr" to "q4r" could stabilize it.
There's a tree growing in someone's driveway on ECUSA. General area: Close up: --- Post updated --- Also, when using SuperF4, pressing Ctrl+Alt+F4 with cause the crash support page to come up, thinking it was the game's fault and how to send a support ID. Not really a bug, but something to note.
Sounds like broken mods.. If not using mods, do a clean reinstall: https://wiki.beamng.com/BeamNG_FAQ#How_do_I_perform_a_clean_reinstall.3F
As in the engine stopping when the car is stopped, turning the engine on/off, or engine stalling? The latter two already in game.