I found out why the abs turns off early the fact is that the speed of the wheels drops and it is almost zero at a speed of 40 kmh, so the abs thinks that the car has stopped.
Thanks a lot for the heads up, this got broken when we switched to dark mode and we hadn't noticed. It'll be fixed in the next major update
This is how a real car behaves, I have experienced it, but don't try it though For the Tograc gears it's normal, european cars usually have short gears. My irl car only goes 30km/h in first gear Now if you don't have anything useful, please stop
Actually there is issue with ABS but not with low speeds but rather with high speeds. For example anything above 150 or even 100 kmh no matter how delicate we will press brake pedal ABS will engage. I had situation once when I had brake rather hard on highway driving at 180. I didn't felt ABS at all and I pushed brake pedal almost halfway through (if I remember correctly). It was Volvo from 2007.
Yeah but what I meant is that it's indeed a problem, replicated in BeamNG, my 2012 Ford Fiesta ST does the same despite having brand new tires
but at 40 kmh abs it is too early to switch off the braking distance on the ice is large because of this as the car slides
i encountered a bug ( probably du to some lua codes ) when you have an hseries ambulance in the traffic , it act like a police car but i guess it was when you remastered the van so it makes sense it does the same thing with the ambulance d-series too
Looks like it is possible to damage flatbed in the way that it will "balance" on some nodes. It will move back and forth (unfortunately I didn't make a video of it) and as on screenshot above, it will float above frame.
Please sticky the "apply changes automatically" element to the bottom of the container! Scrolling all the way down to apply / reset changes sucks
So, I noticed that Beam doesn't save the changes you make when you turn off shadow visibility in the main menu in the graphics option and I want to keep them off permanently and it just won't save it. I even hit apply display settings to attempt to save it but that doesn't work because when I quit the game and jump back on it turns the shadows back on again which is so annoying. Can this be fixed in the next update? That would be great! Especially cause it saves a ton on the FPS side of things. Thanks very much!
The T-Series frame is overall a highly stressed structure, which I guess is realistic but in this game it impacts the deformation realism, and makes stuff like this more common I think. Possibly a remaster could solve this.
Bug regarding the Vivace rally car suspension: When driving the Vivace rally car on dirt/gravel roads the suspension coilovers will deform and clip through the interior trunk mounting points, leading to the wheel geometry becoming misaligned (car pulling to left or right). This happens on meager bumps and jumps that don't bottom out the car, or even just on high G turns on dirt/gravel. I took some screenshots of the issue before and after a short rally stage where I didn't crash/bottom out the car. This also happens with the front suspension but was harder to view. My suggestion: strengthen/reinforce the suspension and interior mounting points of the Vivace rally car to better take on the bumps and jumps that WRC rally cars tackle.
I don't know why, but on some vehicles BeamNG takes forever to change some parts now. I have to shutdown BeamNG and try again and hope for the best every-time.
Also checked in safe mode. If LUA is reloaded while simulation is stopped, simulation speed does not return and is very slow when simulation is restarted. When the UI layout is changed, the position of UI parts may shift. The digital value of the instrument panel is not updated in the replay. You cannot directly enter a numerical value when entering a value on the UI. * AI speed specification, etc. Some parts are not localized when the UI is reloaded with F5. Even if you try to maximize the UI vertically, there will be a gap. The amount of data loaded in memory slows down the UI update rate. MAP MOD that confirmed the phenomenon. (City of) Los Injurus https://www.beamng.com/resources/city-of-los-injurus.10021/ True North https://www.beamng.com/resources/true-north-by-mxt333.1687/
In 0.24 When I open up the "Environment" tab in menu, two suns comes up; Previously, I had same problem in 0.23 which was screen stretch
I had a problem with the gavril T series where you could not add color of choice. That was fixed by verification of files, 7 were missing.
Found a kinda severe error in the combustion engine LUA, it doesn't affect any vanilla vehicles but could potentially break lots of mods. Basically on line 537 the code checks if the engine block has at least 2 nodes, then assumes that it has at least 3, and then at least 4, without any checking. So if a mod car has an engine block with 2 nodes (for 1 and 2 cylinder engines it's not unreasonable) then it breaks the whole thing. Code: if #device.engineBlockNodes >= 2 then sounds.playSoundOnceFollowNode("event:>Vehicle>Failures>engine_explode", device.engineBlockNodes[1], 1) for i = 1, 3 do local rnd = random() obj:addParticleByNodesRelative(device.engineBlockNodes[2], device.engineBlockNodes[1], i * rnd * 3, 43, 0, 9) obj:addParticleByNodesRelative(device.engineBlockNodes[2], device.engineBlockNodes[1], i * rnd * 3, 39, 0, 9) obj:addParticleByNodesRelative(device.engineBlockNodes[2], device.engineBlockNodes[3], i * rnd * 3, 43, 0, 9) obj:addParticleByNodesRelative(device.engineBlockNodes[1], device.engineBlockNodes[4], i * rnd * 3, 39, 0, 9) obj:addParticleByNodesRelative(device.engineBlockNodes[2], device.engineBlockNodes[1], i * rnd * 3, 56, 0, 1) obj:addParticleByNodesRelative(device.engineBlockNodes[2], device.engineBlockNodes[3], i * rnd * 3, 57, 0, 1) obj:addParticleByNodesRelative(device.engineBlockNodes[1], device.engineBlockNodes[3], i * rnd * 3, 58, 0, 1) end end
The Piccolina doesn't seem to have an option for engine mounts. Thought maybe it was due to it using a transaxle gearbox, which would've somehow prevented a realistic engine movement, but looking at the Bolide, it does have an option for swappable engine mounts (pic taken in safe mode)