yall can't take two seconds and read a giant button that moved one square space? They did it for the people who HAVEN'T bought the game yet. They're trying to present the game in the best way they can and to do that, they can't keep using the same UI from over a decade ago.
why do they don't just placed a simple square with quick start experience on the "normal" UI ? or bigger square when its the first time you start the game.
At the end of the day, it's subjective right? As long as the UI is simple and intuitive, that's all is required of a UI. How you get there can be done in different ways. I just don't see how the UI is complicated or hard to understand at all
And if they really want forcing they can make a pop-up button on the screen ? --- Post updated --- but on the old UI all buttons are simple of access/visible, and i don't think to hide button are "intuitive"
Hello, The rev counter on the Miramar only goes to 6000rpm, which is perfect for the standard variants, but too low for the GTz as it can rev to 6800rpm (See screenshot attached). So a special GTz gauge with a higher rpm limit would be cool. Maybe also with a higher speedometer, as it can reach more than 160 km/h. And none of the small trailers has any hay bales as load options. Would be nice to get them too. Thanks!
I love this game but this bug makes it literally unplayable The cargo load boxes clip through the topper on the plucky
YES YOU CAN SAY WHAT YOU WANT. i know i have no life to do that but i checked on every vehicles and prop (i simply put a cardboard box in the trunk), and i remarked the bolide and scintillia trunk crush the box, and i checked with the free camera the space inside is adapted for the scale of the box but not the jbeam so. can it be fix ? --- Post updated --- and the picco can if you remove the spare wheel and for the t-serie little stockage
I don't know if anyone else said something about this but, the Soliad lansdale, Bruckell Legran and I think the Burnside's lights don't fade out right. When you press the brake or put on a turn signal, the lights just go away instead of dimming off.
The replay bug from version 0.35 has not been fixed either. If the cars were damaged during the replay, then after it is turned off, there are gaps at the damage site. Most often, this applies to discs, bumpers, and headlights.
You can definitely make a case to use more screen real estate and have the other buttons hidden behind "more", visible on the front page. Get the feeling it'll change a few more times but that's just the nature of early access: it's not finalized. All the constant UI talk is distracting from the real issues............... (the GT4 ETK K series is the only modern road racing car in the game)
...Well, there is the Vivace TCR, but yeah, more 21st-century to-spec road racers are always welcome in my book.
I really LOVE the recent adjustments to the deformation of several cars (Stambecco, newer Pessima, Landsdale, Hopper, LeGran, Pigeon, Miramar), they feel much more realistic to crash now older Pessima didn't receive such adjustments even though it absolutely needs it, so in the next update hopefully.
I could not explain very well, attached is a video demonstration of the issue --- Post updated --- Simplified Traffic Soliad Wendover front marker lights illuminate with brake lights
Surely I haven't been the first to notice that the aftermarket Nines don't have separately defined model years.
Why is the rusty paint on the burnside shiny? It doesn't make any sense. If the paint is that old, the clearcoat would not look that good. Usually you can actually change the value yourself and customize the paint to make it look exactly how you want but for some reason on all the new rusty paints you can't. They just look to shiny and you can't change it. I don't understand why you can't change it yourself like you used to be able to. I'd love it if you guys brought back the ability to customize the paint on the rusty liveries.
Not sure if this issue on the Steam Deck has been raised yet: Loading any other map than grid map (pure) is not possible when in Gaming Mode on the Steam Deck. Doing a complete reinstall and removing all folders and files of Beamng in the Proton folder will allow loading into grid map v2 but trying to load into any other map will fail (infinite loading). Loading stops around "terrain/trees". Weirdly enough, when in desktop mode there are no issues. It's even possible to use the Vulkan renderer (either from the launcher or using launch parameter (-gfx vk)). Using the Vulkan renderer in Gaming Mode (using launch parameters) completely fails to load the game (black screen). I have tried with different proton versions without solving the issue. Hopefully you are able to fix the issue with gaming mode on the steam deck. The issues persist with latest hot fix 0.36.2