This is an issue with your wheelbase at this point i think, what wheel do you have? If you don't have it increased to the max in your wheel config, you will never reach peak torque from your wheelbase, which you want to if it's less than like 10nm. You should probably keep it at max and try to figure out why it's acting weird
@Luan_321 in general, yes you should be able to use the full capabilities of your wheel. If using 100% of the available torque is problematic, then that needs to be solved, rather than trying to compensate that issue by increasing in-game strength - this will not allow you to use the full torque of your wheel, instead it'll be clipping FFB, vastly reducing detail compared to fixing the real issue (whatever the issue is). As mentioned to others, I recommend you wait for the upcoming v0.35.4 hotfix, and see if that solves whatever is preventing you from using your real steering wheel torque. If you still suffer issues after that update, please let me know, because this has to be fixed properly, instead of applying a bad bandage on top of a malfunctioning system.
My thrustmaster t150 2 nh has everything at 100% in the driver, when the maximum force was 1000, my steering wheel even had time to turn, I was in drift, but now at 500, the steering wheel at low speed does not return to the center at all and the feeling of sliding does not seem so strong
There is now the ability to have multiple of the same slot id (not path) per vehicle, and as a result multiple of the same part per vehicle, so that is why we decided to create a tree data structure to link slots to parts now. And we didn't have a need to query a specific slot's chosen part (we only needed to have the ability to traverse the entire tree to see chosen parts for a slot), and so we tried to clean up the vehicle data to not have too much bloat. Do you have an example use case where you need to know what part belongs to a specific slot? I think it might be more difficult this way since the slot path is likely to be vehicle specific and even config specific?
- The backlight and windshield of the new sunburst shatter way too easily, compared to other vanilla cars (that might just be personal preference)
I have a g27, I put the max force in the software, but then in-game the wheels starts to shake side to side while parked, and when the wheel is returning to center it also does the same thing. --- Post updated --- I don't care much about detail, you guys can make the strength slider go red after 500, so people know that they're gonna lose detail, I prefer being able to adjust the game strength to higher instead of using the software, because it is really buggy
It's strange that people complains about FFB. My wheel (G25) works just fine as low as 400 strength. (and I have BIG 35 cm steering wheel)
i just found a bug with the ui navigation in mod maps, whenever im in a mod map with no outlined roads in the ui the ui becomes white blinding me from seeing the map very well. but when it was 0.34 it was just invisible still able to see the green dots as cars and the orange arrow as me which is good in my case bc its way better then white. and to prove here's pics: 0.34, 0.35
Would it be possible to adjust the RallyManagers lua code to not call SoftReset when OnVehicleReset is called by a vehicle which isnt even using the rally pacenotes? I want to create a mod which works in freeroam aswell but this is keeping me from doing it properly
The G25 is stronger than the G27 --- Post updated --- Man for some reason my response correction curve doesn't work, it shows nothing, I tried doing Ctrl+L and even making a new LUT file, and it still doesn't work.
i need someone to verify a problem i have with he clutch assistant please do the following turn on the input widget for clutch brake and throttle put the shifting logic into realistic grab any car aslong its a manual shift it to 2nd or 3rd does the clutch part have an flicker and the car tries to move on its own struggles and turns off without any Input ?
I've experienced what you're talking about too. But This only happens on mod engines that use camshafts with extremely unstable idling When the RPM drops at an unstable idle, the engine opens the throttle to recover, and the clutch assist seems to interpret this as a move to take off so... assist attempt to engage the clutch, and then stalls
I have the B button on my controller set to toggle the High/Low Range and it stopped working. I've tried re-mapping but that didn't fix it. The default ] key also isn't working, but Alt+A does work. Tested on the MD and the T series trucks. It does work when cycling through the 4WD modes in the Roamer, just not the dedicated range boxes. Additionally, when entering test drive mode in career, the car can be started, but doesn't go into gear so the feature doesn't work. It's been like that since two updates ago, I believe.
The MD and T-Series have a new drivetrain system, the button is now "Toggle Splitter Mode" under the "Vehicle Specific" section.
Oh wow this is a pretty big change. Is there any advantage to allowing multiple slots with the same id VS just giving a unique id to each slot? What situation would have a vehicle contain two slots with the same id? I'm pretty sure I've seen at least one case of the same part being allowed to attach to two different slots before, I think it was a tubular bumper for the bx that could be either a subpart of another bumper or be the main bumper by itself. As for what I used slot ids for, it's not a case of hardcoded vehicle specific slots but instead having a table that can be directly indexed with slot ids that are preemptively found and match a more universal slot type which I want to know the currently installed part. Some examples: Checking the oil pan slot, the odometer value of the installed part (as set in my mod's part inventory system) controls oil leak rate. No oil pan installed leaks all the oil almost instantly. Checking the nav unit slot. If the slot is filled show a GPS UI app. Checking the n2o bottle slot. If the slot is filled offer nitrous refills at garages. Checking various part slots to calculate a "coolness" score for car meets. Like spoilers, nitrous, turbo, paint job, etc. To do this I'm mostly looking for common slot terminology with string.find to build a table keyed with universal slot types (ex: "oilpan") storing the vehicle specific slots as values (ex: "bx_oilpan_i6"). Once I have that table I can just directly index chosenParts with the vehicle specific version of a universal slot type I'm looking for. With the tree structure alone there's no choice but to recursively iterate over the tree to find that slot. Rather than doing that I'd probably just iterate through it once and build a table similar to chosenParts, using slot paths as keys if slot ids are no longer good enough to avoid conflicts. Personally I feel like there's little to no downside to keeping chosenParts and just updating it work with slot paths as keys, that table fulfills a different purpose than the full slot tree by being able to be directly indexed with a slot to find what part is attached to it. Maybe there's no vanilla uses for it right now but I can definitely see it being useful to do things like the previously mentioned examples, but also could be used to check if a vehicle is road legal by checking specific slots that are required for roadworthiness (basically to send cops after you if you're driving in some atrocity with no doors, no windshield and giant drag tires). Also the fact that it wasn't simply deprecated and instead removed immediately is a bit annoying as there was basically no warning to prepare for this change.
i would like to be able to bind the boost from the "fun stuff" to a key you cand bind the old things from the fun stuff menu to keys, but this new 2 features cant be binded, they probably forget it