Some bugs: This has been like this for a while, and it's pretty minor, but the right taillight bulb illumination is a bit to the right. The CVT cars all have auto gear levers, as CVTs don't go to '2' or '1'. The digital display is in mph when it says it is in km/h.
As for the CVT, that is known for a looooooooooooooong time. The taillight bulb is going to be fixed later And as for digital display, it doesn't converts automatically to what you selected in the game settings, it's a European only car anyways, and most of Europe (except for UK) use metric instead of imperial
Maybe i will do it, but not right now, i'm going to take a break from this mod right now, later i'll do something with it, maybe remaking the convertible because it's crap right now.
Hi, ibishucovet1987.txt! Need config ideas for your mod? Like this one: --- Post updated --- Will you fix trunk on coupe body?
As a little thank-you I post a screenshot that I think worked out quite well - you can use it if you want.
Hello guys, it's been a while since i last messaged here. What i was doing is making a minor update to the car, which adds additional detail to the car, as well as improving some things as well. The main focus of the update are the sounds, and they sound amazing now. The update is awaiting the checking by the moderation, but soon enough it will be on repo. As for my other stuff i've been doing, i'm currently doing this project now: https://www.beamng.com/threads/land-of-sands-270-000-sq-km-map.92208/, and that's where i'm mostly active right now (don't use it as a thread for Autron things related, use this one only as it intended to be used) See you soon guys.
Update appeared on the repo, and there's already one guy reviewed the mod with one star and saying that the mod stopped working. Again, mod started getting cache and game conflict issues since version 1.0 for unknown issues i've tried to research. Whenever the mod updates, make sure to clean cache of the game, as well as reinstalling the mod for better results. Often, people who installed the mod for the first time won't receive these issues, but those who have the mod, will get problems once the mod gets updated. I want to also point out that my provider for no reasons given has restricted the access to this website, and i have to use VPN to access it, this also means the game cannot access the repo as well, which leaves me with no troubleshooting to see what's happening with the mod. Again, try anything that will make the mod work once again after the update, mostly doing a manual update will give better results than using automatic updates in the game.
I usually install mod updates by overwriting the older zip file, which I know is bad practice but all new content has showed up with no conflicts or errors since even well after the 1.0 update so I'm not worried. Same goes for other mods that have received major updates. I dunno if it's corrupting anything in the zips or if it's just straight up overwriting the entire zip file without even looking at the files inside but it's worked for me for years so it works for me. I usually avoid frivolously clearing cache unless a mod publisher tells us to or if there's severe errors in my game that render it unplayable but I do occasionally clean my cache to give my game a quick refresh and to help my pc clear out disk space as well.
might be just automatic update being crazy enough, i don't know, it's just complete random, and everyone's game works completely different to other guy's game due to not only hardware differences, but other factors as well.
Yes, probably. I don't use ingame repo or automatic mod updates cause I know people have issues with it.
funny enough, my provider has unlocked the access to the BeamNG forums website, and had to apologize to me a lot, since i was a frequent user of the website in the entire time of me using the internet provider's services. It's been 4 months, and it ended up with the provider's mistakes. This means i can actually check the issue and see if it's actually the automatic update issue.
99% of the time it's the modder doing something wrong that leads to issues with updating the mod, rather than the automatic update being weird. Possible issues that could be causing this: Changing the file name of the mod zip (NEVER do that because the game won't replace the old one then and the user will have both versions at the same time). Changing the name of the dae file, then the game might load the old model from the cache instead of the updated one. Leaving any temporary unused materials in the model, even a single one can break the mod completely after an update especially if the mod still uses some cs materials. ALWAYS DOUBLE CHECK FOR THIS. Using the Material Editor for materials and forgetting to save your changes in the mod, so they are only visible on your end. Always check if your usefolder has any materials for the car that are not in the mod. Accidentally putting the cache in the files of the mod, that can seriously mess up everything and give super weird errors so you should always check for it. There are probably some more things that could go wrong but these are the ones I had issues with myself so I know that you always absolutely have to look out for them.
I checked every single thing that could've gone wrong, and i have found nothing, i always upload the zip file with the same name as one guy recommended this so automatic updates would never go wrong, most of the unused materials are gone, and it doesn't uses outdated .cs material system, and there's no cache files present. There might be other thing i missed, but most i have checked myself (even prior to your message) are completely fine for me. I checked installing the mod from a complete fresh copy of the game on my laptop, and sure enough, the mod worked fine. So the only thing i have in mind, is the automatic updates being faulty which caused these weird errors.