when you put an i6 engine in a Barstow the second exhaust support ring for the second exhaust is still there even though there is only one exhaust for the motor. can you make an option to remove the exhaust rings in the parts menu --- Post updated --- Grid map terrain is strange with stone /Gavril beamng.plz fix this.
I, Actully do have a decent computer. If i was running my old computer, I would have 1 FPS on Very Low graphics. I run normal on this with 20 on a good day.
That is not a good computer. I run 60+FPS witha T75 cement mixer on Gridmap at mid-high settings. 1080p
I have a decent computer because I can get 50 fps with a cement mixer on grid map with those same settings.
The UI keeps disappearing after I try to open it to change something, it gets very frustrating. Also, smoke of any kind doesn't appear at all when the car goes over 20 MPH.
The exhaust seems to come out of the wrong place on the race version of the bolide. It looks to be coming out from the muffler instead of the tailpipe.
In the Intersection scenario the A.I drives real fast. The van goes 64mph! Isn't that the thing to hit the car. When I "Failed" the Grand Marshall still hit me! Is anyone fixing that scenario? --- Post updated --- Try lowering the quality. That got me over 20fps.
http://www.beamng.com/threads/low-fps-stuttering-issue.22537/ As you suggested, and for anyone experiencing low FPS for what hardware you have, check out the thread attached.
The 225/60R16 Standard Thin Whitewall Tires breaks still breaks instantly on spawn, its been like that since update 0.5.2
It is fixed. Please delete everything you have in Documents/BeamNG.Drive It does. It's disperse much faster due the speed tho. Also depends, because smoke isn't tied to RPM or Speed, but the load you put on the engine. Thanks.
I'd like to report that Jungle Rock Island is working just fine for me, no issues at all. (besides fps but that must be on my end) East Coast USA works fine too, besides some minor things, the FPS is largely improved on this update, the biggest drop would be looking at the entire map from one corner to another. (seems that trees are hugely impacting performance on all maps) I see that this was trying to make the building look different by using other buildings here, but it just looks a bit messy at the moment. also, there's 2 floating buildings under the town too. Grid Map does have that issue where the grass texture is missing. if it helps determine anything my graphic settings are on normal with high textures, on an nvidia 765m 2gb card.
Update 0.5.3.2 out. It fixes the problems in Gridmap and JRI, aswell other minor things. http://blog.beamng.com/version-0-5-3-2-released/