everybody with a not so good pc does but its shit it was only good for like when you have a real real potato like galaxy s3 mini or something like this (and yes it is possible to play beam on phone)
Ever heard/read that story of a time-traveler prison, that got instantly crowded the second it was turned on? That's what would happen if they add this rule. I'm pretty sure you can disable volumetric clouds in the options.
Addendum to the post about the mirrors. The Cherrier Ardente also has a different image in the left and right mirrors (one is spherical, the other is aspherical), but it looks as it should: the body reflection is normal, and the viewing radius in it is also realistic. However, this car is European, not American, which means both the left and right mirrors should be spherical.
I think the developers removed the Dynamic Decals feature from the game. I can’t find it in the game's files. I honestly want it back since it was contained the world editor's livery editor, and I was OBSESSED with that tool.
is it really playing ON your phone? i mean, regardless of whether its Steam Remote Play or Geforce NOW, you are running the game off of a computer or data center located in an uninhabitable wasteland (michigan)
Whilst there isnt a native ARM build (devs please, I wanna run it on my phone) it is theoretically possible to run beamng native on a phone but currently x86 to Arm translation is the issue. probably a modern flagship through an emulator would get about 15fps through emulation though it would throttle itself very quickly. anyway, this is a bit off topic
1. GPU drivers, windows, bios, everything as up-to-date as possible. PC is far above recommended specs, i5 12600kf, 32gb ddr5 6000mt/s cl30, rx6800. Did 0.38.6 at ultra + ck skybox at 70 fps on west coast no problem, and now i can barely do that on lowest. 2. Seems like a super odd design for the analog stuff to overlap the gauge screen like this, especially for a decently luxurious german sedan. maybe it would be better if the background of the gauge face was the same color/material as the gauge screen so it doesn't stick out nearly as bad. 3. Got it. Would've been nice if it was a little more polished before release though... 4. I was able to easily reproduce it on ground-level on Italy in safe mode, and have seen others have the same issue. 5. Would be nice if we got a different setup, since not having these values makes it significantly more difficult to know what the suspension is doing, and thus makes tuning (especially for drifting) more difficult. 6. The steering is now significantly less "direct", so now the oversteer assist struggles to properly keep up. Past a certain steering/drift angle, you need to seriously fight the car/assist to get it to not spin out or straighten out. I also talked about this in my DM with you 7. I can try to reproduce it, but i'll need to find a way to visualize my inputs. My UI setup is unlimited res, 150% scale, and 0 safe zone, and it seems that anything that goes into the region that used to be the "safe zone" becomes completely unresponsive. 8. I messed around with it some more yesterday and found that any time you change a setting/control and the game is still "focused" on the button (idk how to describe it), all keyboard inputs get ignored until you click off. just makes it feel kinda clunky 9. yay 10. The brake bias is too far to the rear on most stock configs, which results in the widely-reported issue of the rear trying to overtake the front when braking. The front sway bar is also not the "R-Sport" sway bar which results in more oversteer. the car in general is also super super super front-heavy which doesn't make it very fun to drive, and in some cases its even heavier than the vivace. Also, the street and race bumpers are sort of annoying to use without equipping the humongous street/race widebody fenders, but at least in the rear you can make the bumpers match up to the quarter panels by using the cut quarter panels without any fender flares. the front doesn't have any cut fenders, so the street/race bumpers don't match the radius. Would be nicer if the front just got cut fenders instead of dedicated street/race fenders, and have the street/race fenders just become fender flares on the new cut fenders. Hope that makes sense 11. It seems to happen to me every time I clear cache. gets a little annoying so i hope its fixable someday 12. what is it based off of? i did some light research on bmw 3/5 series suspension from the same era and didn't see anything that would point to extreme rear toe out on throttle. Closest thing i found was the rear wheel steering that some models had. 13. So far, i've found mods that have completely fixed the steering on the BX (and to make the ffb better at the same time), mods to at least display the values that exist for the etk i series/800 series/k series front suspension, fixes for the extreme rear toe out on the 800/k series, complete fix for the cloud stuff, etc. also yeah i see how the forum is super broken after trying to reply to all those with quotes properly will we be getting any hotfixes between now and 0.40?
They probably removed it because it was painful to use and needed to be completely redone. The decals bending and twisting as you moved & scaled them thus making simple racing stripes impossible, and the way the decals were oriented relative to the camera or mouse rather than the car thus making it very difficult to line up proper symmetry, were particularly annoying. I got one good livery out of it, but it was always a highly experimental feature and it needed some serious work
Forwarded this feedback. Some responses already... We are absolutely not going to just "add a different setup" for the ETK suspension only so you can see the readouts, that's way too much work for something so small. We have no reliable way to display this data in real time on the current setup. The point is that we need a steering axis reference which can only be "found" by steering without moving the suspension, on a real car that's not something easy to do. We might add some app for this at some point but it won't be live, will probably be like click to measure on existing config Again, according to the dev who coded the oversteer assistant and fixed the BX suspension, your claims about it make no sense? What you referred to as "reworked dampening" wasn't adding some hacky beams like modders do, we just increased the rigidity of the whole thing. The effect it had on oversteer assist on a controller was miniscule. There is no way this would cause the issue you are having, must be some other cause... Ardente brake bias was fixed on our side but it was after the last hotfix. The issue with rear suspension on ETK800, according to the dev who built the Jbeam from the scan, should only happen when you add too much camber and/or inset the wheel too much, then if you load the inner tire it will toe out on throttle. No more hotfixes planned sadly, we are way too busy to dedicate time on that.
Would the devs consider adding more greater than Ultra settings like allowing multiple cars to have shadow-casting lights and dynamic reflections? While I definitely won't be toggling them on for gameplay they can still come in super handy for cinematics or screenshots.
If you tried the ETKs on a decent steering wheel, you would know right away they have an issue. How the steering behaves, and they have weird FFB fade.
so this is the reason 0.39 is basically unplayable in vr. if i turn anything up to the point it cant keep up with the target frame rate, whether that be increased traffic, facing downtown in west coast, or increasing graphics settings, the cpu timing starts jumping around all over the place and the game stutters HARD. but in 2d/4k its fine, the frame rate might drop below the target but it doesnt stutter like crazy. 9700k, 4070ti, 32gb ddr4, ssd. the funny thing is when its unable to reach the target framerate, 2d or vr, the cpu usage, gpu usage, memory usage are all no higher than like 60%. i know im showing the settings on ultra, but it actually does pretty well in 2d so i turned them up to show what happens when it struggled to hit the 60fps target. but when im actually playing in vr i have everything turned all the way down and it still BARELY runs. and thats with the oculus debug tool set to "force 45fps" on my original rift cv1 which is 1080x1200 per eye. about as undemanding as vr gets. is there something weird going on? or is this just what we can expect from vr? edit: i was thinking the video would just be displayed, but its just a few seconds of the graphics cpu/gpu frame time readouts in 2d, then in vr, showing the erratic cpu timing in vr.
Testing on a good steering wheel is one of the most basic tests we do, if this was an actual issue, we would have noticed. And there is no way it's linked to the geometry readouts missing
Alabama igual a finales de octubre o noviembre, que es cuando playstation saca las novedades --- Post updated --- douando guardas configuraciones, las miniaturas se ven con flash y mal, alguien sabe como quitarle el flash? --- Post updated --- sy nuevo y no se como hacer algunas cosas aquí en los foros pero llevo jugando beamng drive desde la 0.28 --- Post updated --- Douando guardas configuraciones, las miniaturas se ven con flash y bastante. [CITA="4NT4R3S, publicación: 1950052, miembro: 566596"][ADJUNTO=completo]1319811[/ADJUNTO] ¿A alguien más le pasa esto con su juego? a mí cuando pongo el tercer coche