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0.31 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Dec 13, 2023.

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  1. bussin.buses

    bussin.buses
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    Why aren't the 'Demountable Rim' wheels available on the semi-trailers?
     
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  2. Pr9tkin

    Pr9tkin
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    Most likely for the same reason of "optimization"
     
  3. Blue Bird Gaming

    Blue Bird Gaming
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    Interesting. The 10 speed I trained on when learning for my CDL irl worked more like the second option you mentioned. Those Eaton Fuller boxes are now the most common manual in contemporary trucks. Here is the shift pattern for it


    Although since the T-series was produced in the 70s and 80s im not sure if the first type was once more common. I only drove the 10 speed truck once or twice during training, but mostly trained on automatic and road tested in an automatic truck, as it was company provided training and the company had a mostly automatic fleet. Every truck I've had since, including my current one, has been automatic.
     
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  4. SSRG

    SSRG
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    Well I ain’t no truck expert lol
    And I have heard that different trucks have different versions of this.
    --- Post updated ---
    Also, BUG REPORT:
    In the cabover mirrors jbeam, “value” is misspelled as “falue”
     
  5. leoB132

    leoB132
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    BUG REPORT:

    When adding Nitros to the T Series it breaks the right and left step fuel tanks (They do not operate as a fuel source) This is on the normal variants Not the Cabover
     
  6. Sithhy™

    Sithhy™
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    upload_2023-12-21_17-36-31.png
    Hopper's lights are borked but only the headlights

    upload_2023-12-21_17-38-19.png
    Steering shaft does not spin on long-nosed T-Series but does on the cabover despite being much more obscured :p

    upload_2023-12-21_17-40-52.png
    Can the orbit camera zoom out limit be removed? I don't like it being implemented as I often zoomed out a lot but now I can't :(

    Have you tried in safe mode? It definitely does not break them
     
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  7. leoB132

    leoB132
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    BUG REPORT:

    You cant change the ignition button.

    When you are in the T series
    upload_2023-12-21_16-53-34.png

    There is a duplicate "[Us_semi] Toggle Ignition State"

    When trying to bind a key to one of the "[Us_semi] Toggle Ignition State" it will only work for the T series
    Issue comes where when you try to switch to another vehicle that is not the T series the ignition button will not work and you cant bind a button to it either because the keybind for it doesnt exsist


    So for the first image is when in a T series and the second image is when for an example in the D series

    upload_2023-12-21_16-56-49.png
    Both of these screenshots have been taken underneath the "Vehicle" keybinds Not "Vehicle Specific"


    I hope this can be fixed in the next patch as this makes restarting a vehicle other then the T series impossible
    --- Post updated ---

    It definitely breaks it

    Spawn in a base conventional truck remove the normal fuel tanks, replace the steps with step fuel tanks. Add nos and the fuel tanks will not provide fuel to the truck
    --- Post updated ---



    Edit the keybinding issue seems to be a conflicting mod
     
  8. ARES IV

    ARES IV
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    Thank you for the information.

    I would also like to suggest that the Wigeon could maybe have its 15 kg Sandbag cargo be replaced my a very small cargo box. It maybe also could have one (not XL) cargo box mounted on the roof. :)
    I am also dreaming about a Wigeon specific trailer but I realize that this is a lot to ask. One can still dream, right? ;)



    Not specifically adressed at you but I would like to make some more general suggestions in no particular order:

    • All new vehicles should come with the option of both manual and automatic shifter. I would assume that this would not increase the workload per vehicle significantly but it would allow the community to add an automatic transmission mod for vehicles that only had manual equipped in the base game without having to worry about creating an brand new shifter. For example the Wigeon only comes with a manual shifter and while there are mods that give it an automatic transmission, you are still stuck with the manual shifter.

    • For similar reasons, vehicles should come with the option of a diesel/petrol tank even if they only have one fuel type in the base game. Again, something I would assume it little work but could go a long way in making modding more accessible by decreasing the workload.

    • On related matters: A few more vehicles ought to have an diesel option, when you come arround to make more EUDM focused vehicles in the future. You wont find many petrol based commercial vehicles in the EU.

    • The T-Series could be old enough to have an petrol option. I am sure some people would enjoy a fat fuel guzzling petrol engine. Miles per Gallon? More like Gallons per Mile :p

    • The T-Series is too old, but if you ever decide to add an not so old truck, you could look into alternative fuels like CNG or LPG or even one of the latest biofuels. Hydrogen Fuel Cell or even Hydrogen Combustion Engine could be a somewhat realistic option for a very modern truck.

    • The new Pneumatics / Air Systems are awesome. Looking at the files and playing around with it in the game, I cannot overstate how impressed I am by the sheer amount of work and thought that went into this.

    • Which brings me to a very general suggestion.

      You, BeamNG.drive Developers, are selling yourself incredible short! The work you deliver is not reflected in the mundane patch notes you usually post. This is really sad for it makes a lot of your work and effort invisible to the wider community. The Air System is just the latest example of this. It is so complex, so well thought out... yet you dont even mention all of its features in the patch notes. For example that you can actually damage the air tanks. Or that air brakes - realistically - have a longer engage/disengagement time than hydraulic ones. More on that topic later below.

      As i said above, this is not the first time. Take for example advanced driving dynamic systems: From electronically locking differentials to ABS, ESC and even torque vectoring..... those are all incredible complex features yet from reading even the detailed patchnotes, you would for the most part, never even know that they exist in the game.:eek::(

      That is really such an waste of potential because it sells your masterpiece of a game far below its actual value and complexity.

      If you are afraid of more arcade focused people getting bored reading the more detailed patch notes in the future, you already have the perfect solution by now. You already have two patch notes... one with the key features and one detailed. The detailed one could go into more details, especially for AMAZING new features that deserve far more than a few undetailed lines in the patchnotes. :)


    • Somewhat related the the above suggestion: I really like you devs and I really wish you the best. But sorry... your documentation is abysmal. The game has an enormous lack of information regarding a lot of things. For example... what is the difference between a heavy duty and a performance long block? Yes, you can find out with thorough testing or a look into the game files, but some basic information - like in the Careers Mode Logbook - would be really most appreciated, because that would save players a lot of research and would also make bug hunting easier. Right now I cannot be certain that a Performance Stage 1 Block being better in every way than a Heavy Duty one (yes, even in durability) is intended or a bug.

      Yes I realize that we have an documention: https://documentation.beamng.com/

      I understand that you have no time for such things, but maybe you could run a community contest or something like that in the future to improve it? The lack of Wiki really hurts and again makes it impossible for potential new players to truly grasp the scale of the simulation in BeamNG.drive.

    • Please consider adding this cute decoration to more vehicles. :) A similar decoration with the BeamNG.drive Logo would be also cool.



    • It is perfectly realistic that older vehicles have no ABS. This however bring up some issues for keyboard players that - by inability to brake with anything less than 100 % - tend to suffer from wheel lockup a lot which greatly increases average braking distances on asphalt as they are forced to brake in intervalls (which is precisly what you do in a non ABS vehicle in real life if you need to steer arround an obstacle and potentially decrease your braking distance)

      The - realistic - longer engagement and disengagement time of the Air Brakes on the T-Series makes this already existing issue worse. You have to release the Brakes on the T-Series before the wheels lock up, because the delay caused by the pneumatic braking system means that if you only release the brakes by the time the wheels do lock up, you will be sliding for quite a bit, making loss of control more likely.

      Again, this is realistic which is great. But from gameplay perspective, it can get rather annoying, especially for vehicles that have no option to equip Anti-Lock-Brakes.

      As such my suggestion: Allow the option to add Aftermarket ABS to all vehicles. This should be quite expensive in career mode as you need to replace most of the braking system but it would grant keyboard players a higher range of "useable with joy" vehicles.

    • Add regular differential options for EVs. It is regretable that they only come with open diffs which limits their ability.

    • Same for other vehicle parts that are affected by an vehicle being an EV (For example, there are no adaptive struts available for the electric Vivace because it needs stronger struts due to its increased weight but those only come in standard)

    • If a vehicle has both ICE and EV options, all drive modes should be available for both power sources. For example, there is no electric Offroad Mode for the Vicace/Tograc.

    • The UI apps could really use a refresh and a common theme.

    • The Racing Dash Gauges could be an Tacho UI App

    • As other have pointed out before, BeamNG is perfect for quirky ideas as demonstrated in the Gambler 500 variants.. Please consider adding more interesting if not particularly realistic vehicle concepts when you come arround to it. You have the physic sandbox to make them act realistically.

    • Finally raise the ambient temperature on Johnson Valley :p or at least explain why you think it should stay as cold as it is now.:confused:


    Thank you

    - for another great update
    - for career mode looking ever more promising
    - your continued support and development of this awesome game
    - and for consideration:)



    Happy Holidays! :D
     
    #428 ARES IV, Dec 21, 2023
    Last edited: Dec 21, 2023
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  9. catchow1977

    catchow1977
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    what mod
     
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  10. haraja

    haraja
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    Whenever I save a T-Series that has been crashed, load it, and then reset the truck, the game crashes with this error message
    upload_2023-12-21_11-31-56.png
     
  11. Nick Xu

    Nick Xu
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    BUG REPORT:
    The Career mode cargo list disappears when clicking the "inspect cargo", leaving an empty map. Need to re-enter the point several times to make the cargo list show up properly.
     
    • Agree Agree x 1
  12. ARES IV

    ARES IV
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    I have the same issue. Driving away from the point (a few meters), pressing F5 and then trying again often fixes it.
     
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  13. McBeamer94

    McBeamer94
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    Something about the T-Series Dump Bed Upfit: shouldn't the tailgate and the tailgate latches of the Dump Bed have their own sounds? I mean, these parts are heavy, so they should have some deep metallic sounds, like the Dump Bed already has when it's wobbling around/coming up and down - and it's amazing! ;)
    And when the latches are unlocked, the tailgate, naturally, flops around (whether you move the Dump Bed or drive the vehicle on bumps and jumps) and it can crash down on the Dump Bed without any sound coming out of it, which is a mistake.
     
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  14. 3DTunes

    3DTunes
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    screenshot_2023-12-21_21-43-18.png
    The bus is bugged with an invisible ram plow.
     
  15. M D Gourley

    M D Gourley
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    Absolutely loving the 0.31 update, fantastic work BeamNG, especially liking the 'Photo Mode' control panel with the extra 'Sun Direction' slider as this expans the creativity of the light and shadow posibilities when creating Screenshots....much appreciated:D.

    Can I make a suggestion to fine tune the 'Sun Direction' slider....at the moment the increments span about 6 points each time I use the Left / Right Mouse Keys to move the Slider and sometimes this is to much.
    Could it be dropped to 3 points or even 1 point increments like the 'Time of Day' for percise placement.:)

    000BeamNGPHOTOMODEsundirectioncopy.jpg
     
  16. DominicW

    DominicW
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    After updated to 0.31, A lot of UI icons and pictures would not display appropriately. Cleaning cache, starting in safe mode and reinstalling could not solve the problem.
     

    Attached Files:

    • UILoss.png
  17. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Could you please let us know which mod was creating the conflicts, so we can see if there's any way to fix this problem for the rest of users? It would be really useful for us devs. Thank you!!
     
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  18. SSRG

    SSRG
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    screenshot_2023-12-22_17-04-47.png
    BUG REPORT: The Mk1 Pessima has props for front signals that are on even with low or highbeam and no signals, but there's no accompanying glowmap, which in turn results in a small annoying dot on the signals when they're off.
    To make it less gibberish: the front signals produce light when they're not lit up, but the headlights are.
    Upon further investigation, this exact line of code seems to be faulty:
    pessimaissue.png
    Upon deleting it (and the copy on the left headlight too since this issue affects both headlights), it all works fine and there's no annoying dot.
     
  19. leoB132

    leoB132
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    Hey i messaged you on discord but incase you dont see it here you go


    Im currently looking into it further and it might actually be a base game issue
    This issue also occurs in safemode
    this is also across 3 different people that are getting the same behavour
    Its a weird one to replicate so:


    Spawn in a t series followed by spawning in any standard vehicle other then the t series
    Followed by switching back to the t series (Tabbing to it) Then checking your controls
    So this is what its currently showing on the t series

    and this is on any other vehicle (The other vehicle that i picked for the test was the default d series)

    As you can see there is no bindings available for other vehicles.
    After this issue appears, if you switch back to a standard vehicle, any keybinding option with "[Us_semi]" in-front of it, will be missing from the list.
     
    #439 leoB132, Dec 22, 2023
    Last edited: Dec 22, 2023
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  20. beamn driver

    beamn driver
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    deleted
     
    #440 beamn driver, Dec 22, 2023
    Last edited: Dec 22, 2023
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