Alright, cool. As long as it's acknowledged as a problem. The fact there was nothing about it in the first post or first few pages was a little bit concerning to me.
Been testing out that Node to Node feature past couple of days. So far, it's been pretty unstable, even with very mild couplings, like attaching hood or trunk lid from the lock part to be more firmly closed. After I hit the car's nose or rearend into something, the game pauses from unstability. Was looking forward to it for derbying stuff, so that they can improve the car ridigy when shutting the doors, hoods and trunk lids properly.
Node Grabbing: Since the last update, I'm unable to hang nodes in the air since the "detach all nodes" option overlaps the other one everytime. For example if I want to hang the boot open in the air by pressing middle click, it just detachs other nodes (or at least that says, since it makes no difference since I didn't welded any nodes before. It would be nice if the node I'm grabbing isn't attached to anything, then don't show that option and let me hang it on the air like in the last update.
I was excited for a brief time due to another user posting a potential solution to my woes of the new shifting system, but the coding for shift delays isn't consistently in all the transmission, thus i assume there is some shared default somewhere, and i am not aware of it's location. This shifting change has really killed the game for me, it makes spirited driving not worth the effort. I'm aware all my troubles would be solved if I simply had a wheel, but i don't, and nor do many others. I'm sure someone out there likes this new way, and that's completely valid, but why was this forced on everyone with no simple way to revert. To give an idea of what I'm frustrated about I will lay it all out. With all the assists off and playing on controller you cannot shift up, shift down, skip gears, "heal toe", power shift, or j-turn at any decent rate in a manual car. It's agonizing to have my hands down favorite game have it's gameplay decimated for me when i have such a great update i want to enjoy and explore.
I feel ya! It's possible to set the shift delay to 0 in any transmission you want though. If the line isn't present you can simply add it. Go into the car_engine.jbeam and look for the transmissions. When you find the transmission you wanna fix you simply add this line under vehicle controller "transmissionShiftDelay":0,
\ I understand this, however the problem isn't as simple to fix as open up a bunch of files in notepad++ and use replace all in open files. It requires alot of manual entry. There are 22 cars in the game's fleet, granted some of them share parts, but all of them have several transmission options. That's a lot of work, personally i work full time, and I didn't go into a field that involved heavy amounts of coding for a reason, i don't enjoy doing it. My frustration isn't coming from a place of helplessness, it's coming from a lack of proper implementation (in my and seemingly others' opinions). Also this post isn't meant to be argumentative toward you, I don't want anyone to misunderstand what my posts. *correction* There are ways that i could use the "replace all in open files" tool, but it would be round about and still opening like 20 files of the game's content and changing things in a broad sweep hoping nothing breaks isn't optimal. Not to mention one update later and it's all gone.
A minor mistake I found, the H-Series Drift Missile is listed with an (A) in the vehicle menu, but it has a manual transmission rather than an automatic transmission.
I got it to go 140 MPH with the drag version... are you sure you are just using one of the weaker-engine models?
After reading through a few posts on people's difficulty with the non assisted shifting, I believe that a slight change to how a shift is triggered could help a lot. Rather than having the shift occur on the button being pressed, what if instead pressing the button took the car out of gear and into neutral, and releasing it grabbed the next gear? If this was done, the timing on pressing the clutch key would be easier as you are self delaying it by having to press the button before you can release it, and you would also be able to rev match with full control on when you actually move into a gear. Skill would still be required (hopefully balancing controller users with wheel users) , and the faster you use the button, the faster you shift. (And the harder it would be to time the clutch) Plus, in reference to a previous post on double clutching, you would be able to replicate that critical neutral clutch engagement that double clutching entails (and requires). A skilled driver could (just like in real life) learn the correct timing to float the gears without using the clutch at all. If that isn't realistic trucking I don't know what is. Since beam already calculates torque load on the drivetrain, racing transmissions could be more accurately simulated as dog boxes, where all that is needed to shift is a momentary break in the torque load. (Either stab the clutch quickly without having to let off the gas, or let of the gas for a second and slam it into the next gear with no clutch.) Just an idea. Great work on the update guys. I've been waiting for better sounds since I signed up .
For the node connector, when connecting two separate objects together by the nodes, is it possible if you were given the option that the "cord" connecting the two nodes stays slack, rather than automatically reeling in the two connected nodes towards each other. Also, if we want the "cord" to stay slack, have an option where we can reel in, shorten or increase the length of the "cord". This way, players don't have to disconnect the nodes so that they can drag objects closer or farther and then reconnect them. Can you add an option where I can make the "cord" connecting the nodes visible? Make the visible "cord" look like a simple rope. Have an option where two nodes connected together can be disconnected with enough force. Feel free to ask any questions if this sounds confusing. Yes, is it possible to put the BeamNG logo back to its original spot, which is next to the names? On the white thumbnail background, it's kind of hard to see the logo. If not, at least have the option to choose our preferences, like ManfredE3's suggestions.
That's known. It says in the description of the random track that it's possible that broken tracks may be created when all factors are set to random.
Can you please record a video of your issue here with the pedals app visible? All of this is perfectly possible (even though skipping gears requires quick consecutive button presses). What control do you use for the clutch? Which input filter? As for clutch timing, we made a little change there for the hotfix, previously you could release the clutch too early before the shift actually finished. Now we disallow any decreasing clutch before the shift is actually done, so you can't run into this issue anymore. When using the direct clutch filter you can just blip the clutch together with the shift button and it's all fine.
I would say that sounds good. Your improvments on the game design are here. But the engines sounds seem to be the same, but a little reworked for each car. The big problem is the Civetta, the sounds does not fit the car. And for H Series, there is a problem at high speed, the sounds seem to crash :/ I'm a bit disapointed of this update. Hope you're doing good, and thanks for reading! See ya later on the roads!
After this update, the game is a lot quieter. I have to turn the speakers up because I can't hear a thing. I ran the game in the safe mode and it is not helping.