Also check your internal wheel wiring. It’s extremely thin and fragile so you could possibly have a fray
Trying to spawn in the Gavril Roamer causes my game to crash, even in Safe Mode. It gave me a 0x00000001 error code but reinstalling the game seem to have fixed the issue.
Error spam in World Editor followed by game crash when rotating a vehicle with no flexbodies: Code: 141.05764|E|GameEngineLua:Exception| [string "lua/ge/extensions//editor/api/valueInspector.lua"]:53: attempt to perform arithmetic on local 'r' (a string value) =============== Stack Traceback >> START >> (1) metamethod C function '__mul' (2) Lua upvalue 'radToDeg' at line 53 of chunk 'lua/ge/extensions//editor/api/valueInspector.lua' Local variables: r = string: "-nan(ind)" (*temporary) = number: 4 (*temporary) = C function: builtin#86 (*temporary) = string: "attempt to perform arithmetic on local 'r' (a string value)" (3) Lua method 'valueEditorGui' at line 793 of chunk 'lua/ge/extensions//editor/api/valueInspector.lua' Local variables: self = table: 0x027ab2c72160 {inputTextShortStringMaxSize:1024, inspectorName:mainInspector, inputTextValue:cdata<char [?]>: 0x027ae86565f8 (more...)} fieldName = string: "rotationEuler" fieldValue = string: "-nan(ind) 0 -0.262556612" arrayIndex = number: 0 fieldLabel = string: "rotationEuler" fieldDesc = string: "Object world rotation as Euler angles." fieldType = string: "EulerRotation" fieldTypeName = string: "TypeEulerRotation" customData = table: 0x027ae795fdc8 {name:rotationEuler, value:-nan(ind) 0 -0.262556612, hidden:false, coloredLabelIndicator:true (more...)} pasteCallback = Lua function '?' (defined at line 168 of chunk lua/ge/extensions//editor/inspector.lua) contextMenuUI = nil fieldNameId = string: "##rotationEuler0" isDifferent = boolean: false fieldEd = nil fieldFilter = nil vec = table: 0x027b06a3eba0 {1:-nan(ind), 2:0, 3:-0.262556612} (4) Lua upvalue 'displayFields' at line 353 of chunk 'lua/ge/extensions//editor/inspector.lua' Local variables: fields = table: 0x027ac49789e0 {1:table: 0x027ae83e3568, 2:table: 0x027ae795fdc8} (for generator) = C function: builtin#6 (for state) = table: 0x027ac49789e0 {1:table: 0x027ae83e3568, 2:table: 0x027ae795fdc8} (for control) = number: 2 _ = number: 2 val = table: 0x027ae795fdc8 {name:rotationEuler, value:-nan(ind) 0 -0.262556612, hidden:false, coloredLabelIndicator:true (more...)} (5) Lua local 'displayGroup' at line 530 of chunk 'lua/ge/extensions//editor/inspector.lua' Local variables: groupName = string: "Transform" fields = table: 0x027ac49789e0 {1:table: 0x027ae83e3568, 2:table: 0x027ae795fdc8} ctx = table: 0x027ae82b5c08 {firstObjectId:14789, editEnded:cdata<bool [1]>: 0x027ac45fdf88, inputTextValue:cdata<char [?]>: 0x027ad24cedf0 (more...)} nodeFlags = number: 32 passFilter = boolean: true res = boolean: true (6) Lua field 'guiCallback' at line 562 of chunk 'lua/ge/extensions//editor/inspector.lua' Local variables: inspectorInfo = table: 0x027ac5602550 {fieldNameFilter:cdata<struct ImGuiTextFilter>: 0x027acc1e3b38, previousSelectedIds:table: 0x027acc023b20 (more...)} ctx = table: 0x027ae82b5c08 {firstObjectId:14789, editEnded:cdata<bool [1]>: 0x027ac45fdf88, inputTextValue:cdata<char [?]>: 0x027ad24cedf0 (more...)} firstObj = thePlayer commonFields = table: 0x027ae842eab0 {name:table: 0x027b044f8f60, className:table: 0x027b044f9038, isSelectionEnabled:table: 0x027b0ab00cf0 (more...)} fieldVal = nil sortedFields = table: 0x027abe98a320 {1:table: 0x027ae822af20, 2:table: 0x027ae822b060, 3:table: 0x027ac4ced3a0 (more...)} groupedSortedFields = table: 0x027abe98a558 {1:table: 0x027ab2d3ae40, 2:table: 0x027ac4978818, 3:table: 0x027ac4978998 (more...)} groupIndex = number: 8 groupIndexLUT = table: 0x027ab2d3ad88 {Game:2, Ungrouped:6, Transform:3, BeamNG Physics:1, ObjectAnnotation:5 (more...)} general = table: 0x027ab2d3af88 {isExpanded:true, fields:table: 0x027ac433da48, groupName:Ungrouped} xform = table: 0x027ac4978998 {isExpanded:true, fields:table: 0x027ac49789e0, groupName:Transform} fieldIndent = number: 15 displayFields = Lua function '?' (defined at line 347 of chunk lua/ge/extensions//editor/inspector.lua) setHeaderMenu = Lua function '?' (defined at line 400 of chunk lua/ge/extensions//editor/inspector.lua) getFieldType = Lua function '?' (defined at line 416 of chunk lua/ge/extensions//editor/inspector.lua) headerMenu = Lua function '?' (defined at line 425 of chunk lua/ge/extensions//editor/inspector.lua) collapsingHeaderMenu = Lua function '?' (defined at line 495 of chunk lua/ge/extensions//editor/inspector.lua) displayGroup = Lua function '?' (defined at line 512 of chunk lua/ge/extensions//editor/inspector.lua) (7) Lua local 'func' at line 766 of chunk 'lua/ge/extensions//editor/inspector.lua' Local variables: (for generator) = C function: next (for state) = table: 0x027ac56024e0 {1:table: 0x027ac5602550} (for control) = userdata: NULL key = number: 1 inspectorInfo = table: 0x027ac5602550 {fieldNameFilter:cdata<struct ImGuiTextFilter>: 0x027acc1e3b38, previousSelectedIds:table: 0x027acc023b20 (more...)} wndName = string: "inspector1" numKeys = number: 1 (for generator) = C function: next (for state) = table: 0x027ac5691258 {aiNode:table: 0x027ae80919a0, object:table: 0x027b043a2e30, asset:table: 0x027b044705d0 (more...)} (for control) = userdata: NULL typeName = string: "object" typeHandler = table: 0x027b043a2e30 {guiCallback:function: 0x027ac4034178, typeName:object} (8) Lua field 'hook' at line 678 of chunk 'lua/common/extensions.lua' Local variables: funcName = string: "onEditorGui" funcList = table: 0x027ae8776790 {1:function: 0x027ab9fdf578, 2:function: 0x027ae87bccf8, 3:function: 0x027ac3a60880 (more...)} (for generator) = C function: builtin#6 (for state) = table: 0x027ae8776790 {1:function: 0x027ab9fdf578, 2:function: 0x027ae87bccf8, 3:function: 0x027ac3a60880 (more...)} (for control) = number: 32 _ = number: 32 func = Lua function '?' (defined at line 702 of chunk lua/ge/extensions//editor/inspector.lua) (9) Lua field 'presentGui' at line 416 of chunk 'lua/ge/extensions//editor/api/gui.lua' Local variables: dtReal = number: 0.00515535 dtSim = number: 0 dtRaw = number: 0.0052891 (10) Lua local 'func' at line 31 of chunk 'lua/ge/extensions//editor/mainUpdate.lua' Local variables: dtReal = number: 0.00515535 dtSim = number: 0 dtRaw = number: 0.0052891 (11) Lua field 'hook' at line 678 of chunk 'lua/common/extensions.lua' Local variables: funcName = string: "onUpdate" funcList = table: 0x027ae86affd8 {1:function: 0x027af4f44828, 2:function: 0x027ab2cda468, 3:function: 0x027ab2b84f78 (more...)} (for generator) = C function: builtin#6 (for state) = table: 0x027ae86affd8 {1:function: 0x027af4f44828, 2:function: 0x027ab2cda468, 3:function: 0x027ab2b84f78 (more...)} (for control) = number: 13 _ = number: 13 func = Lua function '?' (defined at line 22 of chunk lua/ge/extensions//editor/mainUpdate.lua) (12) Lua function 'update' at file '/lua/ge/main.lua:364' (best guess) Local variables: dtReal = number: 0.00515535 dtSim = number: 0 dtRaw = number: 0.0052891 --------------- << END << It spams this several times a second until the game crashes
Didn't see this on the list of known issues, but the headlights on AI cars seem to only light up a little bit on the ground and don't illuminate any of the surrounding environment.
After playing the West Coast AI race scenario, there is an invisible obstacle on the map - I tried to clear the cache, disable mods and nothing works. What else can I do besides reinstalling the game?
Suggestion: The race gauge should also have the following values: Battery percentage (EV) Current (EV) Power/Regen-o-meter
I wasted the entire day trying to manually rate and compare different cars in BeamNG objectively, using a scale I've come up with before and have been adjusting throughout the day. It occurred to me that if the devs were to somehow devise an arcade traction control system to go with the arcade ABS that can be enabled in the options menu, we'd be very close to being able to generate simplified statistics ("stat bars" a la NFS/Forza) for any car programmatically and on the fly. The only problem is, certain cars seem to launch harder if allowed a bit of wheelspin (2WD-mode Roamer V8 XT 4WD and Hopper ZXT-6 are two that come to mind), some need an outright clutch dump to do their best work (Piccolina Street Machine), and some (especially low-end FWDs) are at their fastest simply mashing the throttle off idle, and I have no idea how to automate the process of figuring that out without becoming way too computationally heavy to do on the fly.
In graphics setting very often tyremarks amount gets reset to 1000 and grass density gets reset to 0. Also average fuel consumption is calculated wrong
The dark owl Variant of the scintilla is shown to have a dct in the menu but it spawns with a sequential transmission
Only old bus signs shouldn't have collisions. However a lot of annoying "junk" should be placed further away from the road including but not limited to lamp/electric/traffic lights posts, modern bus stops signs, hydrants and mailboxes.
Alright some stuff i've noticed is that while on other vehicles the light bars are named like Police LightBar but on the Grand Marshal it's named Halogen lightbar, which makes no sense. Not only that but the Grand Marshal is missing both the red and amber lightbar for the modern and halogen version of the lightbars. Hope these get added soon!
whould be the best solution, more physics stuff, perhaps with the ability to disable it for lowend computers more traffic signs whould be a nice touch, there are too few of them
Let's go over this iconic picture... (since picture was taken) Gavril T-Series - No remaster (yet) Gavril D-Series - Full remaster Gavril Roamer - Full remaster Gavril Grand Marshal - Partial remaster ETK K-Series - remaster confirmed (maybe in 0.25.5 with covet??) Civetta Bolide - Full remaster Hirochi Sunburst - No remaster (yet) Gavril Barstow - No remaster (yet) I hope to see this image updated soon
in the game, it is very difficult to see the low beam of the headlights of cars if you fly away from the car on the subway 30 40.