Im sure the Odometer reset bug also happens if you equip two parts too quickly after one another, as im able to easily replicate it by doing so. However, im not sure if there could be a fix for it.
Yeah it's basically the same reason as when pausing, the game doesn't have enough time to reload the correct odometer value and then uses the reset value as the new correct value for the next edit. But now that I think about it, I should be able to prevent this from happening pretty easily.
Well shit i cant start mod cause gpu stops responding or i get low on ram it starts generating jbeams and crashes i cleared cache deleted mods once started it but after career reset it was same shame in freeroam its fine all the mods are up to date and those that are old deleted still cant use it
Deactivate all your mods to play for now, it'll skip the jbeam cache generation process because the mod includes jbeam cache files for vanilla. It'll be fixed in next version, basically the lua garbage collector isn't clearing memory fast enough during this process so I just had to force it at a regular interval. It might make the process a bit slower but now the RAM usage doesn't shoot up to 20 GB. I actually didn't even notice this because I got 32 GB so it doesn't crash for me. Doesn't happen to me with a vanilla game. You can technically ignore this one since all it'll do is bug the new part inventory menu but it might get annoying if it happens every time you buy a part. I see you have a bunch of part mods installed, the part that causes issue is bruckell_hubcap_02a_14_F so one of the mods you got messes with the jbeam file for that part. If you open the file beamLR/cache/jbeamFileMap and search for that part it should point to this line: Code: bruckell_hubcap_02a_14_F=/vehicles/common/hubcaps/bruckell_hubcaps.jbeam If that line doesn't exist in the file that means either some mod breaks the jbeam cache process or the jbeam file for the hubcap, because without any mods the caching process correctly finds the jbeam file for that part. If a mod breaks the caching process I'd like to fix that to improve overall mod compatibility. In order for me to take a look delete all log files in your userfolder, delete the file beamLR/cache/cachedMods, start BeamLR to let it generate jbeam cache files, stop the game so it updates the log files and them here.
there you go, only generated 2 log files tho, and no "cachedmods" file was generated too (after deleting them, opening the game, opening beamlr and then abandoning scenario and after that, alt+f4)
Looks like you have a mod with a corrupt jbeam file and this prevents the jbeam caching process from working, which is why you're missing the cachedMods file. To give you a clue what mod it might be I don't think it's a repo mod because it replaces the vanilla pickup_fueltank.jbeam file which usually isn't allowed for repo mods. The relevant part starts at line 2924 of your beamng.log file, if you want to take a look. Code: 86.38570|E|GELua.jsonDecode| unable to decode JSON: /vehicles/common/pickup_fueltank.jbeam Another part that might help you identify the mod is the fact that it's apparently a "Hydrogen Tank": Code: \"pickup_fueltank\": {\13\ \"information\":{\13\ \"authors\":\"BeamNG\",\13\ \"name\":\"Hydrogen Tank\",\13\ \"value\":250,\13\ All I can do on my end to prevent this is try to get my jbeam caching function to keep going even with broken jbeam files, so it'll still cache good files. You should try to remove that mod, since that jbeam file is broken you probably can't even use that part anyway. Actually since there's an issue with RAM usage currently, unless you have like 32 GB of RAM like I do you might wanna deactivate all your mods to play BeamLR until I release next version.
i do not have a clue what mod it could be lmao, only one i can think of is hellraiser's dream engine pack, all my other part mods are from the repo, but yeah i got 32gb's of ram, also i was playing w/ mods because i forgot to disable them, i like to play beamlr w/o mods
Have issue w/ track event missions, they always start at night time within races itself(even if track event time is daytime). Any ideas how to fix that? Have no mods installed
It might not be a part mod, some vehicle mods will add or change parts. But chances are it's a non repo mod, unless devs allowed the creator to modify the original pickup fuel tank jbeam but that usually isn't allowed. Regardless, I've added some code to ignore broken jbeam files for next version, tested it by manually breaking a jbeam file and it still generates the rest of the jbeam cache. What's the name of the event? Also open the file beamLR/currentTrackEvent and post the contents here. Keep in mind that BeamNG daytime light is a bit weird, it turns completely dark very quickly after like 18:00 so unless your track event is between 7:00 and 18:00 it'll probably be dark.
Version 1.17.1 has been released, this patch mostly fixes some problems relating to the jbeam caching process added in 1.17 caused by high RAM usage and broken jbeam files. Here's the changelog: Fixed Bolide ROH config blowing up due to overtorque Fixed part edits before odometer reload permanently resetting odometer value Tweaked trackS performance class config list Fixed high RAM usage during jbeam cache process causing a game crash for some users Fixed UI Init Request flowgraph error during jbeam cache generation process Broken jbeam files are now avoided by jbeam cache process (allows good files to get cached anyway) Fixed garage slot count not saving properly when using a save file from previous versions Fixed missing west coast USA level missiongroup
I lost my car in a pink slip race, and when I start my game, I spawn in an 'invisible car' that doesn't exist, and the game crashes.
Probably needs an update as usual, I haven't had time to check things out yet. I'll release it as soon as I can.