I have been trying out the 0.25 update but every time I bring up the [ESC] menu the trip UI odometer (Trip Computer) resets to 0. This is a problem when trying to calculate true average MPG results and record the total mileage. All mods have been disabled so this is not a mod causing the problem.
Would it be possible to include a "Custom" mode for the Scintillia, where you can toggle the stiffness of the dampers, stiffness of the sway bars, axle lift, and spoiler activation independently of eachother? Not entirely sure if this is a glitch or not, but every time I click anything in my second monitor, my game switches from fullscreen to windowed mode. It's quite annoying.
i had that issue with alt-tabbing for a while, my fix was to set my refresh rate ingame to 59hz instead of 60 idk why it fixed it but
Why I don't have grass on any map? Mesh quality or Shaders will turn grass off completely? If yes then why? There is already option to disable grass...
Bug Report - startup.ini shows "example for using a relative path to this folder" incorrectly, leading to the hard crash at Launcher start. Proper user path to play from the local folder: "UserPath = .\User" "UserPath = User" Incorrect, but stated in the ini: "UserPath = \User" - without the "dot". Also I have installed back 0.24 and found out I had 819 successful Garage to Garage Deliveries for the overall span of 3318.5km. And the scenario was removed in favor of vastly inferior new ones. Inferior - as in "Only portion of the map, drive somewhere else to get another region", "Locked choice of cars, for others drive to another region", "Takes two loads and a LOT of time, clicks and driving to even start the new scenario" and else. Suggestion - Return the original "Garage to Garage Delivery" and later integrate it to the main game as "Bus Routes" - with separate button from the main menu?
Random events are now enabled by default What does it mean ?? Is he traffic going to cause an accident ? or a car start to chase youd down ? block traffic ? break down ?? ambulance ?
Accidents sometimes happen, cars can already chase you down if you hit them, and there should be "service" type events so i guess an ambulance is possible but i never got one to spawn in traffic
While I am certainly very interested in more electric vehicles, an official EV version is very unlikely. Any Internal Combustion Engine chassis transformed into an EV will suffer some drawbacks as its design simple wasnt meant to be an EV. You need a place for the batteries which are larger and heavier than the fuel tank. Even for mainstream cars, the best EV are the ones that are designed to be an EV from the beginning, offering superior handling, interior room and crash worthyness compared to transformed ICE chassis and ICE vehicles. An electric drivetrain offers advantages beyond what is possible in vehicle design with ICE both in real life and in simulations as accurate as BeamNG.drive. So... while there likely will be a mod one day that adds electric motors to the Scintilla, it will almost certainly suffer from worse handling and refinement than the ICE one. Simple because the entire rest of the car was meant to be an ICE and designed as such, from weight distribution to all the electronics supporting its handling. Again, this is an issue that is true for every car... look at the eSBR that also pays a price for being an ICE vehicle converted to EV. But for a car, that is so optimized for street racing performance, those disadvantages will compound. Maybe one day we will get an true EV supercar in BeamNG.drive.... but it will for a large part have to be designed from scatch. Real life supercar EVs tend to use middle batteries as their low total height makes the usual skateboard battery an less suitable solution. And then there is the motor question... many electric supercars in fact have one motor per wheel for supreme torque vectoring and handling. So you need to design the car with that in mind. Here is an example of an real life electric supercar, as you can see its design is significantly different in a few important areas compared to the classic mid engine ICE supercar: Rimac Nevara Battery: Performance stats: Torque: 2360 Nm or 1741 lbf ft Power: 1427 kW (more than 1.4 Megawatt) or 1914 HP
Love the new update, so much new things to try. Great job. I love this game. Dev team, honestly great job, you guys are awesome keep up the good work. Can't wait for the next update
The Civetta Scintilla's non-race tachometer shows an incorrect redline on initial vehicle spawn. When the engine is pushed to the rev limiter, the tachometer's redline will move to the correct spot for the specific configuration's rev limiter. This is persistent across maps. See attached video.
The checkbox to disable the thumbnail generation when saving a config doesn't stay unchecked, and it gets very annoying when my game locks up. Is there a way to keep it disabled?
as far as i can tell, adding the "clutchDisengageRPM" clause to a twincharger jbeam (under the supercharger section) amplifies the volume like 10 fold, i dont know the exact metric but it becomes unbearably loud. is this my incompetency or an actual bug with the introduction of the reworked audio system? also, am i allowed to say that linking starter motor volume with the maingain for the engine side of engine sounds was potentially a dumb idea? quiet engines now just get a quiet starter, i dont understand the logic there my own car is pretty quiet but its starter motor is loud as crap, to give an example.