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0.12.0.4 Discussion/Feedback/Bugs-Reporting Thread - READ #1 POST!

Discussion in 'General Discussion' started by Nadeox1, Mar 23, 2018.

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  1. jetcoasterfan

    jetcoasterfan
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    My games crashes often when i am driving at almost 300mph with flat tires. I have many mods installed.
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Please don't report anything here about/with mods enabled. See the very first line on this thread.

    Check your thumbstick deadzones.
     
    • Agree Agree x 1
  3. SandwichesANDmilk

    SandwichesANDmilk
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    i did and it works fine but i dont know what mod it is
    isnt there a thread for reporting broken mods? i cant find it
     
  4. gasp

    gasp
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    Mind telling me how to do that? And if you're unable to, mind linking me a good video or guide? (P.S I've tried in safe mode and the problem still happens.)
     
  5. YellowRusty

    YellowRusty
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    upload_2018-4-27_15-3-22.png
    Can we maybe get some unique selection images for the time trials on the Track Editor Tracks? It's kind of hard to tell them apart at this point.
     
  6. rocksim

    rocksim
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    It’s the D15 crawler mod.
     
  7. Deleted member 160369

    Deleted member 160369
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    Guest

    Weird shading on Widebody Front Fenders (older Ibishu Pessima).
     

    Attached Files:

    • shading.png
  8. Michaelflat

    Michaelflat
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    Still got this RPM jumping inbetween shifts.
    Power is applied when the torque converter unlocks, causing the revs to go to the stall point and so the revs increase. The throttle should be closed during shifts.
    @Diamondback

    Also you can hear it after a downshift in this bus.

    The revs raise and then slam back down. If this were real life then the lockup clutch would be damaged
     
    #408 Michaelflat, Apr 30, 2018
    Last edited: Apr 30, 2018
  9. terasect

    terasect
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    1st vid;
    In my own testing I have only seen this happen when running a locking torque converter that does not have enough torque for the engine.
    In this example you are using the default roamer converter with only 450 or 550NM of torque on an engine with alot more than that for output even at low throttle input.

    2nd vid;
    This looks pretty real for me, plenty of real life vehicles don't shift all that great either. Especially on downshift at full throttle.

    But I can't say for certain the shifting is perfect yet.
     
    • Informative Informative x 1
  10. Michaelflat

    Michaelflat
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    This one is a locking torque converter with 1000NM of torque capacity. The engine is kicking out around 500NM of torque.
     
  11. terasect

    terasect
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    Which 'one' do you mean?

    I have also noticed that too much can cause problems aswell. I have an adjustable one I use on my custom roamers/d-series/h-series.
     
  12. Michaelflat

    Michaelflat
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    it's a custom transmission. But the locking "logic" specified in the code basically means that beyond 1st gear it should be locked up. But it unlocks through shifts. Which is ok but the throttle should be off during this period
     
  13. terasect

    terasect
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    If you are using a custom/modded transmission it is entirely possible it is causing this behavior all by itself.
    I had to fix my own custom transmission for this exact reason. For example, copying the 8-speed from the etk into the d-series does this a lot.

    Perhaps there is some sort of issue with locking converters, or maybe it is needed for the cars not to be bogged down when locking, especially at partial throttle. I have certainly driven and ridden in cars with pretty rough and noticable engagement of the locking aspect of the converter.
     
    #413 terasect, Apr 30, 2018
    Last edited: Apr 30, 2018
    • Like Like x 1
  14. galaxynote2

    galaxynote2
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    • Engine starter sounds are now based on loops with a dedicated start and stop sample rather than a series of single sounds
    Man this is really stupid, with 0.12 I'm now forced to use the stock engine starter sounds which are impossible to modify since there's no current way to do that (dev's word). So I'm stuck using a starter that sounds like it was extracted from a 110cc bike on a 5L supercharged V8. I've made a mod that replaced the starter sound to every type of engine (TDI, V8, 2 Stroke, I4) that was working fine before 0.12 and now doesn't work anymore. I've been ironing and polishing that mod two freaking months before uploading it, and now it's obsolete. All those sounds were recorded, edited, and reedited by myself, and now it's all gone. I don't really know why devs made that change, but it still sounds as awful as before 0.12, with the exception that now we're unable to mod them. Please guys, revert this change, or give us a chance to modify those sounds. Heck at least delete the entire "Engine starter" section in the Sound Wiki since it's now obsolete...
    I'm sorry if I sound rude, but sound quality is really important to me. This game is already very mature, and sound-wise is getting there too. Where sounds don't reach the excellence, mods comes in. That's why we have CP100 and Tronadorous sound packs.
     
    • Agree Agree x 1
  15. zigav2000

    zigav2000
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    The Simple Brake Thermals app isn't working for me and when you put an automatic car in park, it is like it is in neutral.
     
    #415 zigav2000, May 2, 2018
    Last edited: May 2, 2018
  16. Nadeox1

    Nadeox1
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    BeamNG Team

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    Understand that the sound system is a WIP.
    Some part of it are not yet ready to be modded, but will more likely be in a second moment.
    Just a bit of patience while we are getting there.
    It does not help it stupid, those decisions aren't made without any thinking behind...

    For P-Gear, check first post.
    That app works fine here. Issue must be on your end (mods?)
     
    #416 Nadeox1, May 2, 2018
    Last edited: May 2, 2018
    • Informative Informative x 1
  17. aenigma

    aenigma
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    He does have a point that it should be changed back, even though he was rude about it. It's nice not hearing the same exact starter sound each time, but having a slight difference. That was pretty darn cool!

    We still really need a simple drive-by/TV camera instead of external which is just chaos tryingto drive in that view lol. Just a fixed point camera that is adjustable however far ahead, away and above (x,y,z) your car that stays aimed at the car and resets to a new view with the same parameters depending on how you set distance from camera point. Starting the view loop over using elapsed time isn't the right way to do it, distance is the key here. For a random example let's say the camera starts 150 feet in front of the car off to the side and once the car is about 200-250 feet past the camera it starts over. The majority of car sims have this view and it's a lot of fun and IMO essential. It should be very simple to implement that compared to the complexity involved in the external view.

    Also if you incorporate the camera shake from external view then there really needs to be an option to disable and/or adjust how much it shakes, because as it is now it kind of goes all over the place. This is a missing feature I would love to see added! A camera that stays at your cars current speed and follows it so if you accelerate you outrun the camera and vice versa would be awesome too. I think BeamNG used to have something like that in the past? The cars are simply too beautiful not to have some cool camera view! :D

    Thanks for listening!

    P.S. Is there a ETA on the automatic transmission park/neutral bug fix? I just got really into driving an automatic instead of my h-shifter since you guys modeled it so realistically and now there is no park haha d'oh!
     
  18. terasect

    terasect
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    They are trying to make a game here people. Not faff about 'reverting changes' to accommodate a simple starter sound mod...
    Why do you even need special starter sounds RIGHT NOW? Why not let them do what is best for the game and for ALL of us.
    I REALLY don't think starter sounds of all things should be all that high of a priority at this point.
    So what if you did a lot of work on a mod that currently is unusable, it won't likely stay that way forever. The work will still have been worth it at some point.
    The percentage of people that are concerned about the starter sounds is pretty low compared to all the other things people would like to see worked on.
    This is not the first or last time this sort of thing will happen, I have scrapped plenty of my own mods because of this sort of thing and I am not the only one. Get over yourselves. You need to educate yourselves on what 'work in progress' means, particularly in the case of a game that is not finished development....

    Have. Some. Respect.
    Or lets see you guys make your own game, since you seem to know best on what they should be wasting their time on.
    Would be a great game, at least if you like starter sounds being realistic and having nothing else...
     
  19. aenigma

    aenigma
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    I don't know why you quoted me, I wasn't the one that said that, I simply said he had a point that having multiple starter sounds was a good idea and it would be a shame to scrap that idea, he was just rude about it. Starter sounds are very low priority obviously, I just thought the old way was pretty cool is all and put my two cents in. I explained what I'd really like to see done with the cameras, the starter thing is no big deal.
     
  20. DD-Indeed

    DD-Indeed
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    Jun 22, 2016
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    392
    When playing a replay, if you open up the side menu and select the arrow to exit to the main menu, the game won't exit to the main menu, instead, it loads the next replay file on the list and starts to play that. You need to stop the replay playback before you can exit to the main menu.

    Also, the replay system crashes the whole game, if you respawn the car to the previous starting position when you're playing the replay.
     
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