Hello there! I mainly use BeamNG.drive for playing with AI vehicles, sending them across the map (using ai.driveUsingPath) while spectating them. In v0.35, the Lane Change Cancellation is new to the AI behaviour, cancelling a lane change when another vehicle is too close on the other lane. This is really good when a faster vehicle (such as a Bastion) wants to overtake a slower vehicle (such as a H-Series) on a highway or a different straightforward road. But it becomes a problem when the vehicles need to line up into an intersection turn lane or reach a highway exit, resulting in weird stops from the vehicles. Here's an example situation I've encountered multiple times: West Coast USA: A bunch of path-following vehicles just passed the tollgate of the highway - among them a Gavril H-Series followed by a slightly faster Bruckell Bastion, both on the rightmost lane. While accelerating, the Bastion gets closer to the H-series and finally tries to overtake it. So it changes the lane to the left and accelerates even more. But as it allmost passes the H series, the exit appears where they want to leave. The H-Series driving on the outer lane successfully leaves the highway and continues following its route. But the Bastion, which couldn't get to the outer lane in time suddenly comes to a full stop in the midst of the highway - throwing away its whole route, waiting for a player control or a new ai.driveUsingPath command. The scene is the same when cars attempt to line up in the right intersection turn lane, for example when vehicles line up in order to go left at a turn lane intersection... And it occurs quite often when avoiding cars is enabled...
Man I think there's something wrong with the odometers or the fuel comsumption in BeamNG --- Post updated --- One more thing tha would be good is if we could hold the "Temporarily increase FBB strength" button, because I have to click 70 times a single key every time I modify my car or change it, just to get to the strength I desire
During the tanker delivery mission, if the trailer is manually detached and then reattached, checkpoints stop working. This issue does not occur in delivery missions that have a single drop-off point instead of checkpoints. Same goes for Cruise Control.