Good you like the mod Aren't those tires wider than the rims, making it hard to fit at all? It is a nice idea, but tuning tires is a science itself. It will take quite some time. Shouldn't be that hard, I'll put a taxi config on the list. Whoops. That's not a bug, that's a errr a feature? --- Are people still having issues with the wrong (orange) spotlight material (after clearing the cache?) with version 0.7.3? Please let me know if you do. It should be fixed but I still see orange spotlights on new youtube vids.
Would it be possible to make a body colored and black heavy duty front fascia? I'm pretty sure it would be rather simple to do.
It's the baja sway bar. After removing it AI is willing to drive in traffic. Or adjusting it to a Fury Road stance, so it doesn't make the breaking sound when it spawns. But still somehow flee and chase commands work normally with your original sway bar settings. Other notes: Modern Flames paint design causes flickering on wedge-, roll- and long flatbeds. Fifth wheel upfit has no textures unless T-Series is spawned first.
A couple minor things. License plate clips through the rear bumper on the tractor upfit, also can the rear bumper on it be selectable to also have the black and body colored versions like the original bumpers? Not sure if this was already acknowledged, but this one took me a moment to notice. The roof strips are sort of underneath the roof, I thought they weren't just showing up but I saw that they do sort of show up, just not on the roof itself.
Hey what are the controls for the tow trucks? When I'm in them I can't use the beds and there's nothing that shows up in "Vehicle Specific" keybinds menu. Thanks.
I'll take a look. If it is just simply copying it and renaming the material I'll do it. No WigWags, with that it will require twice as many parts. I was thinking of making the headlights a separate slot, but then I'll have to update all the configs and custom configs from users can be broken as well. Thanks! Because of your response I looked at it and found out that the suspension has beside a precompression value also a PreCompressionTime value, but the sway bars not while they do have a precompression value. The springs expanded relative slowly while the sway bar links expanded quickly, causing things to bend on spawn. It seems to be fixed by addig the precompressiontime to the swaybar links. I've also disabled the selfcolission of the swaybar nodes, just in case. I'll test it asap. I'll take a look on those beds, they probably do not have a proper second skin layer, they ware made way before that was available. Good ones, I'll take a look. As for the HD grill, if the colored bumpers are just a copy with a modified material, I'll add those. I'll see if I can improve it for the next update. It didn't have my highest priority but it seems quite popular. See page 1: FAQ: Q: The rollback/wedgeback/rear doors of the station/ rear doors of the cargobox do not work A: They are all linked to the 'tailgate' variable. Make sure this variable has a key binding.
I spawned 8 prerunner trucks and let them ride for a few minutes. None of them got 'mysteriously' stuck, but many of them crashed. It seems that at least some of those crashed were caused by the trajectory course being too close to objects. I hope this Prerunner AI issue is solved Today a Youtube vid showed up from 'Hoonigan AutoFocus', showing of a 1973 Ford F100 Prerunner (link) There are some resemblances Edit; maybe moving the spare tires backwards like on that F100 might improve the looks and handling (moving some mass backwards)? Any thoughts?
So it took me quite a while to figure out why rollback never worked for me and no key binding for it untill now - deactivated all mods one by one and found the culprit, and ofcourse wich was last in the mods list , an old mod: Kona61's Bagged D-series. So if anyone else struggling out there check if you too have this mod and delete/deactivate it. Hope it helps Finally can enjoy the rollback! Edit: Forgot to mention JATO mods too.
Yep, busy life I've lots of ideas for it, lots of mods to update, but very little spare time and after a workday behind a screen coding stuff my eyes don't like screens anymore. There's is this issue that if you want to add variables for key bindings, you've to override the existing ones. You can not simply add new keys (please correct me if I'm wrong). That can cause issues when one mod variables overrides another one. In this case I did not add any variables, I'm using the original 'tailgate' variable. In my opinion a modded version should at least contain the original variables. Thanks for the explanation, hopefully people will see why some key binding won't show up when some other mods are installed. -- I've uploaded version 0.7.4, it is awaiting approval.
AR162B updated Gavril D-Series addon with a new update entry: Updates and small fixes Read the rest of this update entry...
It is only for the wagon. As this body jbeam was already custom, I took out the dash parts and made it a separate part. I did not do this to the other body jbeams to prevent (near) duplications. I hope, seeing screenshots of the new D-series, that the dash will be a separate part in the upcoming BeamNG release. I've suggested it in the official D-series thread. Fingers crossed