i can't seem to set my resolution to 2,560 x 1,440 at all in fullscreen; and only at 23hz in windowed...
I love the now built-in traffic tool and optimizations as well as the new vehicle and the new bus & truck sounds. Some things I noticed: * Engine idle sounds are much too quiet compared to everything else. * EC USA has oversized lanes in some places (more than 2 cars wide). * Taking control of a traffic car results in a constant clicking sound from emergency lights, which are not on (in driver view). * Traffic doesn't obey traffic lights. Suggestion: allow traffic in scenarios and bus routes.
SO far no bugs. one of the best updates for the best game ever. LOVEEE The car to., Traffic makes it feel so much more real.
One issue that's not exclusive to 0.17 is that the front bumper on the roamer is slightly too far forward, leaving a gap on both sides between the fenders and bumper.
I haven't had the FPS issues and glitches that people have been talking about. Italy specifically got a massive FPS improvement; I can actually turn up my graphics settings and get the same or better FPS as I got before the update. Usually better. Like, I have everything on but vsync (now a massive FPS eater) and SSAO, dynamic reflections at 80m, everything turned up to high, and I can momentarily get above 100FPS on some of the sparser parts of Italy. The remastered maps do seem to have lost some FPS on my end but are still comfortably above 60 even with the raised settings (though there do seem to be some frame freezes/choppiness that the FPS counter isn't picking up on). There's one spot by the port on JRI that always causes massive choppiness and jank; it still does it post-update. Now WCA is the only map that really lacks FPS on my end and even it's usually around 60 or above. Specs are: Motherboard: MSI B450 Tomahawk (MS-7C02), of suspect reliability Processor: AMD Ryzen 5 2600X Pinnacle Ridge, 6 cores, 3.6 up to 4.2GHz Graphics: Zotac GTX 1060 6GB Memory: 16GB DDR4-2400 (or is it running at 2133? I can't remember), dual channel Resolution: 1920x1080 60hz (Of lesser importance: the lowrider is surprisingly quite pleasant to drive. The RoadSport, meanwhile, is one of the single most difficult beasts in the game to control.)
What an awesome update, so much to try, and look at. the bluebuck is so awesome, i think it is my new favorite car Bugs I have noticed: -In the world editor when lowering the terrain (shaping it) the shadow area do not change, it is still dark where the terrain used to be, it only updates if you restart the map. -And This is just a script not working anymore, maybe someone knows whats wrong here, (stop AI script, the cars just keep driving straight ahead till it hits someting now. it do not brake anymore) local function stopAiTrigger(tdata) be:getObjectByID(tdata.subjectID):queueLuaCommand('if(ai.mode ~= "disabled")then ai.setMode("STOP") end') end stopAiTrigger
Original Post: https://www.beamng.com/threads/inga...se-propose-features.62567/page-2#post-1059897 Update: I have been messing around with the 'apps' toolbar (F9) and I have found quite a few issues. (All testing done after clearing cache and launching in safe mode) First of all, none of the apps circled work. Selecting these results in this error, making the current vehicle unusable. The vehicle skeleton visualizer does work to a degree. However it still have its issues. It seems like 'Skeleton Viewer mngr' and 'Skeleton Viewer' do the exact same thing, despite being different options. Moving the skeleton around the viewport is also virtually impossible as it conflicts w/ camera movement controls. If there is more than one viewport open moving the skeleton seems to only effect the first viewport that was opened. (This was the best I could get the skeleton on the screen, one (right) click and it completely disappears)
this has probably been mentioned, but the fact that the "H" key is bound to hydraulic controls on the bluebuck means you can't use the horn with the default binding.
The bluebuck power steering is causing an exception, I don't know why but I reproduced it 3 times, twice with mods and once in safe mode.
Are there AI settings? I always get only 3 cars, mostly burnside police, Autobello, or Bluebuck. There should be more variety in these, with different trims and mods spawning.
Great! What for a lovely car. It also is pretty durable in a crash which probably makes even comparable low speed crashes quite fatal to the occupants.... back then nobody understood much of the concept of crumble zones. In BeamNG that translates into being quite a tank.... unless you hit in in the back that is..... things tend to get hot then. The hydraulics are awesome...... I am sure modders will find many cool uses for those. I actually wanted to post "Gaga Bubu"..... to troll people.... Devs: Hold my beer. Lovely! I cant wait to explore them in their new full glory. Fantastic! Bad Bubu Holy hell.... that are massive improvements..... very impressive work. This is fantastic.... I am sure modders can do great things with those. Nice. The first few crashes seem to show an increased probability to throwing the engine out of the car (in severe crashes). Great. Not quite sure what this means? Cool! Lovely! Cool. Great work. A fantastic update!
The traffic app seems to lock the amount of cars that spawn. In the teaser video there were quite a lot of traffic vehicles. Mine seems to be locked to three on every map. Is there a way around or is the game recognising I have a 4 core cpu and doesn't spawn more cars in order to still make the game playable?
I set the car limit to 10 in the app and go into the radial menu and get only 3 cars. When i click on spawn in the app i get 10 cars but they do nothing.