1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

0.15 Discussion Thread - READ #1 POST!

Discussion in 'General Discussion' started by Nadeox1, Dec 20, 2018.

Thread Status:
Not open for further replies.
  1. Capkirk

    Capkirk
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    673
    Naming a gearbox anything other than "gearbox" in the powertrain causes an error and prevents the powertrain from working.
     
  2. skyeyemx

    skyeyemx
    Expand Collapse

    Joined:
    Dec 19, 2018
    Messages:
    9
    I'm sure that isn't the issue. As I said, it happens even on the official CVT-equipped Sunburst, and I haven't edited any Sunburst files
     
  3. Capkirk

    Capkirk
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    673
    What? this isn't related to you at all
    --- Post updated ---
     
  4. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    Y
    Yep, not a bug, that's expected behavior.
     
  5. Capkirk

    Capkirk
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    673
    Darn, I wanted to try to make something creative by naming a diff "gearbox" and the gearbox "realgearbox" so I could get AWD without requiring a new driveshaft. I figured it should work since it was everything was still connected properly (Engine->clutch->gearbox).
     
  6. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    I'm not sure if therest a way to override the expected name, there probably is... Not at my PC atm though.
     
  7. Can-06

    Can-06
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    563
    Not sure if it would happen, but when I try to make a car chase and crash into me into a wall in Grid Map, the chase car get confused for a while and drives away from me, then remembers to chase me but it isn't what I want anymore. Is that normal?
     
  8. RiFlech

    RiFlech
    Expand Collapse

    Joined:
    Jul 6, 2017
    Messages:
    464
    Not sure if this have been reported or not..
    Thumbnail gen is broken
    Mods are disabled
    They generate these instead
    cool.png cool_garage_side.png
     
  9. The Raccoon

    The Raccoon
    Expand Collapse

    Joined:
    Jul 19, 2016
    Messages:
    429
    That might be a problem on ur end. How many mods do you have installed?
     
  10. RiFlech

    RiFlech
    Expand Collapse

    Joined:
    Jul 6, 2017
    Messages:
    464
    I clearly stated they're disabled, but I'll try to clear the mods folder anyways (Not sure if that effects the thumbnail gen, it's worth to try:))
     
  11. The Raccoon

    The Raccoon
    Expand Collapse

    Joined:
    Jul 19, 2016
    Messages:
    429
    Oooohhhhh sorry lmao I didn't see that
     
  12. Boeing73FLY

    Boeing73FLY
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    13
    I'm trying to use an 80's Automation-built exotic car in Light Runner mode, but I cannot select it. Is it just me that cannot use Automation vehicles, or can I not use vehicles other than BeamNG official content in that mode?

    Automation Exporter version: 190228
     
  13. LuisAntonRebollo

    LuisAntonRebollo
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Feb 25, 2014
    Messages:
    117
    Is already fixed in our internal version.
    Will be included in next update
    Thx for the report :)
     
    • Like Like x 3
  14. SergentFido

    SergentFido
    Expand Collapse

    Joined:
    May 30, 2015
    Messages:
    1,606
    Thanks for updating me Luis, i appreciate a lot :)
    This will for sure give me some energy to achieve the current wip on my addon pack, so that it will be ready for your next update.
     
  15. Deleted member 160369

    Deleted member 160369
    Expand Collapse
    Guest

    Game updated to 0.15.0.5 for me. Small update (103MB) and no entry in the devblog, so I guess it's technical changes "under the hood"...? :confused:
     
  16. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    0.15.0.2 is technically the fourth hotfix, the one on the blog :)
     
    • Informative Informative x 2
  17. Deleted member 160369

    Deleted member 160369
    Expand Collapse
    Guest

    Oh. I thought that was 0.15.0.4.

    Thanks for clarifying! :)
     
  18. coolusername

    coolusername
    Expand Collapse

    Joined:
    Dec 22, 2014
    Messages:
    3,689
    Thumbnail generator still doesn't work D: :mad:
     
    • Agree Agree x 1
  19. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    789
    New additions to Italy look fantastic!
     
    • Agree Agree x 2
  20. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    @LuisAntonRebollo (I think I've tagged the editor code guy, Let me know if I am wrong)

    Also, old bug(s), not a big one, but still a bug never-the-less:
    Delete a few nodes in a decal road in the decal road editor, but don't delete the whole road. Now without clicking anything other than the size field box, change the size of the currently selected node to anything else, and hit ENTER. Node moves magically to where the old node you FIRST deleted was (whatever one you clicked on before pressing delete). Editor does not update which node it's pulling the X and Y values from and hence uses the X and Y values from the node you deleted last. I believe this bug may carry over to the Mesh Road and River editors as they share a lot of code data as-per nodes.
    Also, clicking and dragging a node that's different than the one you have selected, without giving the editor a chance to select that node 1st will cause the wrong node to be dragged. This happens a LOT when adjusting decal roads for me, for some reason. Can test on Roane County. I have a Roane County update coming for the beginning of next week.

    Another editor bug I noticed:
    Inside f1 object editor. If you've been using the editor a while, you likely had something selected inside the f1 object editor before you switched to another mode (any other mode!).
    When you come back to the f1 object editor. Type a name of an object into the search box and click on it when it comes up (for example, I had a road named Westel_rd, so I typed Westel and clicked on it). Presto - TWO things are selected. Not only is 'Westel_RD' selected, but whatever you had selected (if it's not been deleted since) when you last used the f1 object editor, is ALSO selected. The info panel at the bottom of the window will say 2 object(s) selected. This can be three, four, or more objects if you had a few things selected BEFORE you used the search box & clicked on something.

    User Feedback portion:
    *There's also a limit I hit recently, Roane County TN MAP, the map that's likely 'too big for this game' in more ways than one - but surely shows limits quickly and reliably - I hit the 65536 DECAL ROAD AI NODE limit (only AI enabled nodes) and it crashes the AI's brain LUA file (whatever one that is, it'll say FATAL LUA ERROR, more than 65536 indices, and name whatever road it hit that it was computing when it hit the limit). Is this limit hard-coded in some way that would kill FPS if it was increased? I didn't think about the possibility of hitting a 16-bit value and it's inherent limit on 64-bit software, to my own fault, to be honest.
    Camera controls on the number keys (on the alpha-numeric side, not the keypad) should never function for camera controls WHEN THE MAP EDITOR IS OPEN, for obvious reasons. Myself and others find ourselves teleported back to the vehicle quite often while editing decal roads, mesh roads, rivers etc. Thankfully these can be unbound, but I have a feeling on a mod-friendly game like this, maybe that should/could be a check-box somewhere?
    This part is where I was a bit confused here with the editor:
    How does one make a single-lane decal road in the editor, lanes left 0.5 lanes right 0.5 (I haven't tried that)? But, there's not much info on this, and sometimes there's dedicated turns across large intersections, and on-ramps or off-ramps where that could be useful.
    The only way I know to do it now, is to make a road double the width you need, and center it on the left-edge of the lane, and put 'lanes left=0' & 'lanes right=1' and one-way = on. Hopefully this will carry-over to future game versions.

    All in all though, the game is very stable, and as of 3 weeks ago Nevada Interstate and Tail of The Dragon (Deal's Gap) do not crash the program on loading anymore. So I can't really complain.
    I figured I should send this info over to you folks for feedback, I hope this is in the right spot.

    Thanks!
    --- Post updated ---
    Reloading the LUA with CTRL+L while in free-cam removes the camera's association with the vehicle and leaves the camera tagged to the center of the map (0,0,0). Does not happen unless you're in free-cam mode.
     
    #480 bob.blunderton, Mar 14, 2019
    Last edited: Mar 14, 2019
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice