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0.30 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Sep 20, 2023.

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  1. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,966
    Yea the wording is not always perfect, the problem is that even without synchros you're not necessarily damaging the actual gears. I'm sure we'll find a happy medium that works for all sorts of types over time. :)

    There is such a threshold, yes, however it's not yet exposed to jbeam. It will be once we got to tuning all these parameters for different types of transmission etc :)
     
    • Like Like x 8
  2. jobjox

    jobjox
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    Joined:
    Nov 4, 2017
    Messages:
    10
    Good job boys ;)
     
    • Agree Agree x 3
  3. wlkmanist

    wlkmanist
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    Joined:
    Apr 19, 2023
    Messages:
    97
  4. Bauer33333

    Bauer33333
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    Joined:
    Jul 25, 2020
    Messages:
    266
    upload_2023-9-20_21-26-43.png
    The wild version has right side tires mounted on the left side, too
     
  5. Aeroracer

    Aeroracer
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    Joined:
    Jun 29, 2016
    Messages:
    106
    Loving the update thus far! I've been playing with career mode all day, but upon reloading it after an unexpected crash, my profile seems to be bugged out (not loading map properly/not letting me spawn). Tried it with all mods disabled, and still won't load my progress. Plus, the the second pic, though it looks like Beam is trying to load something, it doesn't, even after letting it sit.
     

    Attached Files:

    • careerstuck.png
    • careerstuck2.png
    • Agree Agree x 2
  6. Bauer33333

    Bauer33333
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    Joined:
    Jul 25, 2020
    Messages:
    266
    Really liking the new industrial island, I wouldn't have believed you if you told me you could do it that good looking outside map bounds. The steel mill looks like from a completely different game as well, but couldn't mess around with it yet.

    It may sound weird, but I believe some half clogged drainage inlet decals could really enhance the look, maybe because you managed to get really convincing tarmac height changes; no idea what the proper english word is, but you can see how the water is supposed to flow of the road (did you get a civil engineer in your team? :) )

    A lot of stuff isn't finished yet, like eg. the sidewalks, almost the complete signage is missing, the Marina, the area around the station and the underground freeway interchange, right?

    Also there is a nasty pillar in the AI path here, they should try to pass it a bit further on the right.
    Screenshot2023-09-20220844.png
     
    • Like Like x 3
  7. crashmaster

    crashmaster
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    Joined:
    Aug 4, 2013
    Messages:
    1,820
    IM SO FREAKING HAPPY THANK YOU DEVS THIS UPDATE IS GOD TIER I CANNOT BELIEVE MY EYES ITS SO GOOD!!!!
    upload_2023-9-20_17-29-46.png
    i stopped working on my wooden prop mod because it was unstable on trailers and would move by itself.
    THIS IS NO LONGER AN ISSUE OH MY GOD THANK YOU DEVS I LOVE YOU SO MUCH

    so much goodies all around this update is so damn good im so thankful for the work you guys keep putting into this awesome simulator. <3

    yall are the best.
     
    • Like Like x 13
  8. sdatheone

    sdatheone
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    Joined:
    Mar 30, 2022
    Messages:
    40
    This is unplayable.
    DesktopScreenshot20230920-15300140.png
    edit:
    DesktopScreenshot20230920-15431714.png
     
    #68 sdatheone, Sep 20, 2023
    Last edited: Sep 20, 2023
  9. Somethingrio

    Somethingrio
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    Joined:
    Apr 8, 2020
    Messages:
    481
    upload_2023-9-20_21-37-8.png

    upload_2023-9-20_21-37-20.png

    HOLLLYYYY SHITTTT
     
    • Agree Agree x 4
  10. wubmachine

    wubmachine
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    Joined:
    Jul 9, 2014
    Messages:
    7

    Script AI bug with Trajectory. Any changes made to nodes with Trajectory have no effect on vehicle. When the arrow for drop down menu on Trajectory is pressed, the window closes and cannot be reopened. Cannot delete old trajectory path after created.
     
  11. General Sergal

    General Sergal
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    Joined:
    Aug 27, 2016
    Messages:
    67
    Welp, i have found compatibility issue, this game is crashing witch my mouse - Asus ROG Chakram when it connected via dongle. Witch wired mode or other mouse i don`t see crash.
    Created ticket 78825
     
  12. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Joined:
    Mar 6, 2015
    Messages:
    1,438
    What was done to WCUSA is top tier, especially the foundry, I'm a sucker for anything which involves tunnels, secret exits, and other ways to be sneaky. Island is just begging for time attacks & AI races as well.

    Only problem is, some of the new car values are... a little bit much, maybe. Multiple cases where I have trouble believing that even the inflation-adjusted original MSRP would be that high, and a restored example likely wouldn't be that insane either - $30K+ for six-cylinder and 291-2bbl Barstows, for example.
     
    #72 NGAP NSO Shotgun Chuck, Sep 20, 2023
    Last edited: Sep 20, 2023
    • Agree Agree x 4
  13. moses72

    moses72
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    Joined:
    Feb 4, 2021
    Messages:
    2,310
    -the bit after where you deliberately crash the car
    -the button says N/A and has no assigned key and i cannot find it in the controls settings menu
    -a keyboard

    EDIT: i found the key and binded it
     
    #73 moses72, Sep 20, 2023
    Last edited: Sep 21, 2023
    • Like Like x 1
  14. Wassup487

    Wassup487
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    Joined:
    Aug 15, 2023
    Messages:
    1,136
    i like the gooseneck. i like it a LOT.
    i've said enough.
     
    • Agree Agree x 2
  15. Somethingrio

    Somethingrio
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    Joined:
    Apr 8, 2020
    Messages:
    481
    I played the game so here's whats up (remember very wip, don't complain).
    upload_2023-9-20_21-56-41.png first thing you see

    upload_2023-9-20_21-58-32.png insurance, unknown if there is different insurance companies or if you have to pay monthly for it, but it is very cool

    upload_2023-9-20_21-59-6.png confirms dealerships

    upload_2023-9-20_21-59-59.png what fueling currently looks like with costs

    upload_2023-9-20_22-4-53.png walking you though how to access dealerships

    upload_2023-9-20_22-5-16.png confirms: new changing stock of cars, test drives and trades HOWEVER no sign of new vehicles (more on that later)

    upload_2023-9-20_22-5-32.png first look at possible selection of starter vehicles, unknown if this specific selection of cars is random

    upload_2023-9-20_22-6-45.png trade in menu

    upload_2023-9-20_22-7-31.png odometer in used cars reflects stated millage (very cool)

    upload_2023-9-20_22-7-57.png game then prompts you to drive into the garage, you are introduced to the computer system

    upload_2023-9-20_22-8-38.png this is how you will interact with it

    upload_2023-9-20_22-8-50.png this shows you inventory, cars etc

    upload_2023-9-20_22-9-12.png parts introduction

    upload_2023-9-20_22-9-43.png game prompts you to modify your car, for the 200 bx it was a spoiler

    upload_2023-9-20_22-9-55.png list of parts (i had mods running hence some maybe unfamiliar names)

    upload_2023-9-20_22-10-13.png cost break down

    upload_2023-9-20_22-10-33.png tutorial complete, however i did some more exploring

    upload_2023-9-20_22-10-44.png

    upload_2023-9-20_22-21-56.png repair costs, two different options

    upload_2023-9-20_22-11-56.png dealerships will sell mods

    upload_2023-9-20_22-27-57.png some dealers may (unconfirmed) sell higher-end vehicles, Belasco Auto is on the waterfront while Quarry Autos isn't, couldn't get an expensive car to spawn at Quarry auto vis versa.

    upload_2023-9-20_22-28-12.png belasco auto again


    EDIT: I'm a melon and it says ''new, used and private sales'' I'm a donut...
     

    Attached Files:

    • upload_2023-9-20_22-6-34.png
    • upload_2023-9-20_22-7-23.png
    • upload_2023-9-20_22-8-21.png
    • upload_2023-9-20_22-8-55.png
    • Like Like x 7
  16. Xupaun

    Xupaun
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    Joined:
    Aug 18, 2020
    Messages:
    820
    The bluebuck's automatic console shifters are still bugged

    Code:
    "bluebuck_consoleshifter_A":{
        "information":{
            "authors":"BeamNG",
            "name":"Automatic Shifter",
            "value":60,
        },
        "slotType" : "bluebuck_consoleshifter",
        "flexbodies":[
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["bluebuck_centerconsole_top_auto", ["bluebuck_floor"],[], {"pos":{"x":0.0, "y":0.0, "z":0.0}}],
        ],
        "controller": [
            ["fileName"],
            ["propAnimation/singleAxisLever", {"name":"singleAxisLever"}],
    
        ]
        "singleAxisLever": {
            "gearCoordinates": [
                ["gearIndex",   "value"]
                [1,            0.0]
                [2,             0.2]
                [3,             0.4]
                [4,             0.6]
                [5,             0.8]
                [6,             1]
            ]
            "shiftSoundNode:":["f2r"]
            "shiftSoundEventSingleAxisLever": "event:>Vehicle>Interior>Gearshift>automatic_04",
            "shiftSoundVolumeSingleAxisLever": 0.5,
        },
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            //automatic transmission
            ["gearModeIndex"   ,"bluebuck_shifter_auto", "b3l","b3r","b2l", {"x":71, "y":0, "z":0}, {"x":35, "y":0, "z":0}     , {"x":0, "y":0, "z":0}, 0, 1, 0, 1],
        ],
    },
    The standard one, should have only 5 positions, not 6, since it is PRND1 and not PRND21

    Code:
    "bluebuck_consoleshifter_A_sport":{
        "information":{
            "authors":"BeamNG",
            "name":"Sport Automatic Shifter",
            "value":150,
        },
        "slotType" : "bluebuck_consoleshifter",
        "flexbodies":[
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["bluebuck_centerconsole_top_sport", ["bluebuck_floor"],[], {"pos":{"x":0.0, "y":0.0, "z":0.0}}],
        ],
        "controller": [
            ["fileName"],
            ["propAnimation/singleAxisLever", {"name":"singleAxisLever"}],
    
        ]
        "singleAxisLever": {
            "gearCoordinates": [
                ["gearIndex",   "value"]
                [1,            0.0]
                [2,             0.2]
                [3,             0.4]
                [4,             0.6]
                [5,             0.8]
                [6,             1]
            ]
            "shiftSoundNode:":["f2r"]
            "shiftSoundEventSingleAxisLever": "event:>Vehicle>Interior>Gearshift>automatic_04",
            "shiftSoundVolumeSingleAxisLever": 0.5,
        },
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            //automatic transmission
            ["geagearModeIndexr_A"   ,"bluebuck_shifter_sport", "b3l","b3r","b2l", {"x":66, "y":0, "z":0}, {"x":40, "y":0, "z":0}     , {"x":0, "y":0, "z":0}, 0, 1, 0, 1],
        ],
    },
    
    The Sport one, not only has the same problem as the Standard (6 positions instead of 5), but it is totally broken, since the prop "func" field has "geagearModeIndexr_A", when it should be "gearModeIndex", just a typo that is present since prop animation controllers was introduced.

    The corrected code should be:

    Code:
    "bluebuck_consoleshifter_A":{
        "information":{
            "authors":"BeamNG",
            "name":"Automatic Shifter",
            "value":60,
        },
        "slotType" : "bluebuck_consoleshifter",
        "flexbodies":[
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["bluebuck_centerconsole_top_auto", ["bluebuck_floor"],[], {"pos":{"x":0.0, "y":0.0, "z":0.0}}],
        ],
        "controller": [
            ["fileName"],
            ["propAnimation/singleAxisLever", {"name":"singleAxisLever"}],
    
        ]
        "singleAxisLever": {
            "gearCoordinates": [
                ["gearIndex",   "value"]
                [1,            0.0]
                [2,             0.25]
                [3,             0.5]
                [4,             0.75]
                [5,             1]
            ]
            "shiftSoundNode:":["f2r"]
            "shiftSoundEventSingleAxisLever": "event:>Vehicle>Interior>Gearshift>automatic_04",
            "shiftSoundVolumeSingleAxisLever": 0.5,
        },
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            //automatic transmission
            ["gearModeIndex"   ,"bluebuck_shifter_auto", "b3l","b3r","b2l", {"x":71, "y":0, "z":0}, {"x":35, "y":0, "z":0}     , {"x":0, "y":0, "z":0}, 0, 1, 0, 1],
        ],
    },
    "bluebuck_consoleshifter_A_sport":{
        "information":{
            "authors":"BeamNG",
            "name":"Sport Automatic Shifter",
            "value":150,
        },
        "slotType" : "bluebuck_consoleshifter",
        "flexbodies":[
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["bluebuck_centerconsole_top_sport", ["bluebuck_floor"],[], {"pos":{"x":0.0, "y":0.0, "z":0.0}}],
        ],
        "controller": [
            ["fileName"],
            ["propAnimation/singleAxisLever", {"name":"singleAxisLever"}],
    
        ]
        "singleAxisLever": {
            "gearCoordinates": [
                ["gearIndex",   "value"]
                [1,            0.0]
                [2,             0.25]
                [3,             0.5]
                [4,             0.75]
                [5,             1]
            ]
            "shiftSoundNode:":["f2r"]
            "shiftSoundEventSingleAxisLever": "event:>Vehicle>Interior>Gearshift>automatic_04",
            "shiftSoundVolumeSingleAxisLever": 0.5,
        },
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            //automatic transmission
            ["gearModeIndex"   ,"bluebuck_shifter_sport", "b3l","b3r","b2l", {"x":66, "y":0, "z":0}, {"x":40, "y":0, "z":0}     , {"x":0, "y":0, "z":0}, 0, 1, 0, 1],
        ],
    },
    
     
    • Like Like x 2
  17. TalksWithNoise

    TalksWithNoise
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    Joined:
    Jul 10, 2023
    Messages:
    260
    Anyone having a problem where enabling VR pulls you back to the Steam VR lounge and won’t connect your headset with BeamNG?
     
    #77 TalksWithNoise, Sep 21, 2023
    Last edited: Sep 21, 2023
  18. moses72

    moses72
    Expand Collapse

    Joined:
    Feb 4, 2021
    Messages:
    2,310
    also small request: please make the 16x7 wheels used on the light versions of the tilt deck available for regular hubs
     
    • Agree Agree x 2
  19. 23Terrabytes

    23Terrabytes
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    Joined:
    Aug 1, 2022
    Messages:
    195
    I don't know if this is a bug or an intentional change, but either way I'm not sure what was changed in this update? I would either like to report this bug or at least ask for help on an explanation on what's happening and how to fix this.

    All of my textures that use side projection are now rotated and distorted.

    Not knowing if this update would break my map mods I completely backed up 0.29 before updating. So I was able to switch between versions to compare. The following pictures are from the exact same map with unchanged files, the only difference is which version the game is running. The terrain textures don't reference any other map, the DDS and main.materials.json are included within the maps files and only reference itself, so its not like an update to a default map caused changes in these maps. Any help is appreciated.



    1.jpg 3.jpg 5.jpg 7.jpg 2.jpg 4.jpg 6.jpg 8.jpg

    ~!~EDIT~!~ I tried unticking side projection and completely reloading game, tried clearing cache, etc, etc.. still no difference ~!~!~
     
    #79 23Terrabytes, Sep 21, 2023
    Last edited: Sep 21, 2023
    • Like Like x 2
    • Agree Agree x 1
  20. zachariah.74

    zachariah.74
    Expand Collapse

    Joined:
    Apr 10, 2022
    Messages:
    784
    Is anybody else getting really bad performance issues both in DX11 and Vulkan? I am experiencing 8fps in the foundry on vulkan in WCUSA. Also, when did the requirement jump to 32GB of ram recommended? I used to have no issue running this game and now its suddenly using almost 10gb of ram at all times with a single car? What? And the proposed solution is to have 32GB of ram? Maybe I'm seeing this in a really short sighted way but I'm pretty upset about this
     
    • Agree Agree x 4
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