I had an idea for this, it would be possible (even developed an OP for it), but considering the devs do sometimes update seemingly random .dae files files even with hotfixes, it would take way too much time for what it's worth. It would be great to do it once the devs stop working on this game though (so hit me up when you decide to do it – might join the team). Spoiler: I forgot to mention this, and it's far more visible The devs very often use bluetooth wheels in this game too, with CW533 being the most hilarious example of that.
One of the 270 mods that I have has parts that fix the UV issues on parts like the D-Series early fascia and mirrors, and some other UV-fixed parts. Like I said though, I have 270 mods, and I don't feel like sorting through all of them to find that specific mod.
Should we call our latest remastered car, the Ibishu D13? I've came up with this name ever since this car is remastered. You know, the Nissan S13 (possibly) got the first letter "S" from the model's name, Silvia and that's why I call this car the Ibishu Diana D13. (Yes, this is my first message on forums)
The car in-game was renamed to the BX, so as with the 180, 200, & 240 SX models from Nissan which use the S Platform, it could be considered that in BeamNG it uses the B Platform. It feels as though the "Diana" name was more of an afterthought and probably wasn't considered when naming the platform in-game. The S platform was based on the then Nissan B210 Sunny Coupe, the "S" perhaps coming from "Sunny" but I believe it was simply a letter to designate the platform. The Nissan S13 Silvia / SX followed on from the S12 Silvia / Gazelle, which followed the S110 and previous S10. Before the S Platform, there was the CSP311 Silvia. *Also, we already have the Gavril D-Series which uses the "D + A Number" naming scheme.
While brainstorming a factory colour palette for my next mod, I realized something about the colour swatches in the new UI: the outdated "chrominess" parameter (i.e. RGBA alpha channel) is no longer visible, which makes the colour values clearer but obscures the type of finish (solid gloss, metallic, matte etc). For comparison, the factory colours for the Bluebuck: The Bastion: And the Stambecco: While I consider the new palette to be a net improvement, I believe that repurposing the alpha value towards some sort of gloss/metallic overlay (such as in the GT7 example below) would go a long way in retaining some of the old palette's functionality in a more elegant way.
I've had this problem for months now: when entering an Evade scenario, most of the time it eventually glitches out, shows a Lua error and softlocks. As in, the game itself still runs, but the scenario will no longer progress unless you exit or restart. And if you do the latter at just the wrong time, it can potentially crash the game. I did a lot of stuff to try and fix it, to no avail. I eventually discussed it in r/BeamNG and found several other players that face the exact same problem, even with no mods installed or active. I suggest this fatal error be fixed as soon as humanly possible.
Are the BeamNG.tech features supposed to be in the consumer version now? The latest minor (0.32.2) seems to bring in totally new editor features that wont display if "tech_license.isValid()" is false, but i get the feeling this was accidential. Talking about the signal editor, map sensor editor and road architect, aka everything from https://beamng.tech/blog/beamng-tech-032. Given that its bCDDL licensed.. i think people can just comment the license check out, thats why im thinking it slipped in
I found two bugs with the 0.32.2 : With the new belt attaching the logs, the log in the bottom center falls throught the D-series's bed. And there's some space between the middle of the legs of the flatbed trailer only when you try to extend them to the max height.
Thats probably for career mode. My guess would be so you can renew your "license" and based on this the fines from cameras will be lower or higher if you are current or out of date.