The 28ft and 32ft flatbed trailers only loads one row of boxes in the cargo stack slot, but the 48ft and 53ft load two rows of boxes.
I'll try making it stronger, I don't mess with it usually because it screws all the ffb settings and feeling
The traffic is completely broken because of this update. I cant even use the traffic ui tool to spawn them, it freezes like it should, then nothing spawns in. idk if this is a mod but if it isint then it needs fixed, IMMEDIATELY. (well i spammed the spawn traffic on the traffic ui app, and they spawned, but they dont respawn like traffic, they just keep going as if they were set to random) (second edit: and ANOTHER ISSUE. the game locked itself below 20-15 fps after reloading lua. this game is so poorly optimized)
Check the Known Issues list before reporting https://documentation.beamng.com/known-issues/ Mods KLJP by Kueso and Most Wanted Mission by ますくろ break traffic In my case, I solved the traffic issue by removing KLJP mode, Verify Integrity, and clearing cache. Edit: """"My userfolder is on a usb drive"""" What? How fast do you think the data transfer speed of a USB disk is? Before talking about optimization, please install the game on a proper internal storage device.
Is there a reason why this couldn't have been added alongside the existing chosenParts table instead of replacing it? I mean chosenParts worked great to get a direct link to what part is attached to a slot when you know the slot name. Recursively iterating through a tree to look for a specific slot seems like the opposite of optimization in a situation where you only care about knowing what part is in each slot, which is what I was using it for. I actually added it back and it seems to work just fine, so right now that table getting removed doesn't really make much sense to me but maybe I'm just missing something. On a related note, for future release notes it could be good to have a explanation as to why such changes are made (at least changes that will break anything using the function/variable/table being replaced), like maybe the old version had bugs, it won't be compatible going forwards, it's just a name change or whatever. That way we can better decide on how to proceed with making our mods compatible with the new way to do things.
this is a early access game for so long because the devs want to make it absolutely perfect, they aren't forza which has a massive budget from microsoft, beamng is a company with under 100 employees and aren't being funded by anyone except themselves, people like you aren't helping, if ur angry of why its in early access just don't play it, vr is needed with the vulkan renderer which is unstable obviously its going to have issues. this is beamng, its early access obviously it will have many issues. should have saw the "in early access" when buying the game.
I’m sure this has been addressed at some point, what’s up with the frame rate drop in gameplay after the.35 update. I’ve cleared cache, verified files and updated GPU drivers. So what’s the fix? This has never been an issue after any other update
The maximum feedback force should be increased to 1000. My Thrustmaster T150 is now too light when using power steering. And at 1000, he even managed to spin in a drift on his own.You definitely need to return the maximum force to 1000
120FPS would be heaven compared to how the game feels and responds now. I have 0-100km times that are head scratching, but I checked and it’s definitely the FPS. Beams performance graph is trying to point to potential bottleneck is the CPU engine but this wasn’t the case on .34. Im no detective but I’d have to bet something they’ve changed is the culprit because I’ve changed NOTHING!
First report I read of something like this. There's an FFB bug in the pipeline for v0.35.4, but I'm not sure it can do anything about your particular issue. I advice you wait until the hotfix, and if your issue persist, please let me know so I can take a look. Thanks!
Speaking of FFB, is there any info on my issue? Is there some specific cause to it? update: FFB works if I turn on the wheel before plugging it in to the PC Still doesn't work if I plug the wheel in before turning it on And again, this problem only exists after launching the game
i like how the moonhawk now has a mesh in the grill instead of just a featureless black texture its also neat how the early taillights are a set into the fascia a bit now the only thing I can think of to impove that is to replace the set in black part with a smooth body color section with the moonhawk lettering on top of that similar to the 1973 Chevy malibu
I have no information about such an issue. In this case, I also advice you wait until v0.35.4 and let me know if that didn't solve it. There's a number of weird random issues that might get fixed in this upcoming hotfix, but I cannot know the extent of the fix to be able to confirm or deny if it'll solve yours in particular.
You're welcome --- Post updated --- It doesn't work, if I change the settings to a higher strength in the software it causes weird wheel behaviour, the only way to fix this is if the devs increase the max strength in BeamNG --- Post updated --- Man I can't drive anymore, I used to be so good and now I crash at every corner, I cannot feel the car sliding, when you realise it's too late. The car feels like a toy now, I don't know if the tires are at their limit, I barely feel the tires losing grip when turning, and it doesn't countersteer by itself. Devs, one thing that would be good for you guys to add to the FFB system is that feeling of driving a real car at the limit, when the tires are about to lose grip, you can feel the wheel going side to side, you guys probably know what I'm talking about since the game has very realistic ffb compared to real life.