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Bugged/Inconsistent Parking Brake

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Tom Foolery, Apr 1, 2020.

  1. Tom Foolery

    Tom Foolery
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    Ever since one of the more recent updates, a feature was added that kept the parking brake on when the car was initially spawned and turned it off when it was either disabled manually or the throttle was pressed. I was fine with it for a while until I noticed some issues. For example, if I stop after driving for a while and put the parking brake on, if I press the throttle at all, the parking brake disengages. This makes it much more difficult to hill start with a manual without dropping the clutch (I'm using a controller, so I have no fine clutch control). It'll also disable itself without throttle input sometimes. Is it possible to either fix the bugged logic or, even better, disable the automatic parking-brake-on-spawn functionality entirely? Thanks!

    And before you ask, yes, I have been using the permanent parking brake binding, not the smart one bound to spacebar.
     
  2. KennyWah

    KennyWah
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    Maybe make it an option? I've yet to have an issue with it. and my rig got a whole lot more complicated when I put an analogue handbrake into the mix. Also I'd argue you can't expect to make a hillstart smooth without an analogue clutch or auto-clutch.. I use auto-clutch when I use controller personally and manually shift with X & B on my Xbox controller.. however now that I have a hard rig for all my racing gear I basically never use the controller anymore.

    Also can't you just hold the regular brake in while you get the revs up with the clutch engagued and use the brakes for a hill start, might be a bit more awkward but it should work... or.. use a handbrake button setup where you hold it in until you want it deactivated... also correct me if I'm wrong but the game has 3 differing handbrake mapping options..
     
  3. Mr_StickShift

    Mr_StickShift
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    I have also remapped my keys for the parking brake to have my "A" Button on my G920 be the permanent handbrake instead of the smart one, I see why they have it, but yes, pedal movement shouldn't deactivate it before you have even started moving, what they could do is add a speed buffer to it, so it doesn't decide to release until a certain speed or clutch (dis)engagement has been reached.
    --- Post updated ---
    That was what I was thinking, once you do the awkward kind of heel-toe positioning on the brake and throttle, hill starts are possible, but after a while, it does indeed become easier.
     
  4. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    In fact, the permanent parking brake is indeed what you are looking for. It won't disable itself with throttle.
    I keep alternating the smart and permanent handbrakes here:

    Video - Click to Play - Direct Link
     
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  5. Tom Foolery

    Tom Foolery
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    I do perform hillstarts with the regular brake, and it's usually fine, but I have to use the the parking brake on steeper hills. You'd actually be surprised how smooth it can be, but the problem gets exacerbated when I start rolling backwards quickly due to the parking brake coming off.

    I use the permanent parking brake normally, I have it bound to RB on my XB1 controller. The problem is that it acts like the smart parking brake and turns off automatically sometimes.
     
  6. den_chik

    den_chik
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    I would like to GET PERMANENT parking brake on spawn. Or no parking brake at all on spawn (moreover - ISSUE - the parking brake light don't on at the gauge panel then you recover vehicle, currently (and sometimes it lit while driving) )
     
    #6 den_chik, Apr 1, 2020
    Last edited: Apr 2, 2020
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  7. KennyWah

    KennyWah
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    I understand it's a frustrating issue. But it's best to voice your concerns with a level head.

    I suppose the best solution would be to offer different responses to how the handbrake reacts to inputs and upon vehicle spawns in the options. I find the current method to be the one I personally prefer as it works without fail for me.

    The recovery vehicle bug is a graphical issue that I've come across and if you put the car in reverse and hit the recovery your reverse lights will be on without the lens flare at the texture level until you put the car into reverse again. I believe these specific issues to be unrelated to this issue. Hopefully a known issue.

    I hope devs can help alleviate issues for some people with multiple "smart" handbrake response settings or full on disabling of it. Again personally I prefer how it is. But that's my 2 cents.

    Verdict - Give us options?
     
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  8. den_chik

    den_chik
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    I respect your opinion. But I prefer more REAL cases. And IN REAL - brakes don't releases itself (I suppose in most).
     
  9. KennyWah

    KennyWah
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    It's more of a convenience thing so you don't just spawn rolling around. I never said in real life they just disengage themselves or that it is realistic. But you also don't park a car without it usually, and since you generally spawn in ways as if you're parked it's nice to have it already engaged.

    But it also would get tiresome to have to disengage the parking brake every single time you spawn manually.. if that were the case I'd probably have manually disengaged a parking brake from a parked car more times in BeamNG in the average person's lifetime. It's kinda like how in City Car Driving you have to engage a half a dozen things in a procedure like you're about to fly a plane which wouldn't be so tedius in real life because it's much harder to forget a physical seat belt..

    To elaborate further on the seatbelt point.. it gets crazy when you have to do this procedure 12 times in 30 minutes when in real life you are not likely to have to do this more then 2 times a day on average for most people.. possibly 6-8 times on an incredibly busy or eventful day.

    Having a parking brake that auto disengages doesn't bother me.. and I drive 99% only full manual with no ABS or ESC in BeamNG.Drive.
     
  10. den_chik

    den_chik
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    City Car Driving is mostly TRAINER therefore it has SOME little work to drive. But it's not bad anyway... just another habit. I silent how many crashes you had in BeamNG, aren't you?
     
  11. KennyWah

    KennyWah
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    "I silent how many crashes you had in BeamNG, aren't you?"
    What? Caps might be a little unessacary.

    Also I have like 4000hr in-game since 2013... so. that's a big part of why.


    Also I've driven 30-60 minutes at the complete edge of a car's ability with absolutely no assists, road tires on a very slightly modified 200BX Type-L in dense traffic on Utah with 13 AI cars as a test of my skills with unexpected and dangerous situations.

    I'm aware City Car Driving is an instruction game.. I'm just explaining that while yes it creates habit it also sometimes gets to a point where it no longer makes sense because you forget to engage something because you only engaged it minutes ago which creates confusion as there is no way you'd be doing that like that in real life so much.
     
    #11 KennyWah, Apr 2, 2020
    Last edited: Apr 2, 2020
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