Oh, and the LeGrans floor shifter isn't aligned properly, so it looks like the car is in neutral when it is actually in drive.
Best update so far and I love the new LeGran and the Travel Trailer. And I have wanted the diff lock and high/low range gears since I bought the game. I'm making an update for my Ibishu Dove and I found out that custom engine sounds don't work anymore. It seems to have something to do with "soundGroup" in engine .jbeam. Sounds work when it is set to default but then the same sound plays with all engines. Also my Dove, and low powered official cars like base Miramar and Covet are much slower than before. This seems to be related to the new "dynamicFriction" system. (yes, I know that the dynamicFriction = brakingCoefRPS / 2pi)
The Gavril D-Series' ABS doesn't seem to work when using full braking power at 60 mph while going in a straight line... Sound oddly specific - I know.
THANK YOU!!! I am sorry, I didn't even look for a setting to control clutch actuation. I assumed that Realistic meant Realistic, lol. In this case, good job noob-proofing!
Yep, the D-series now has a properly locked transfer case and defaults to 4WD mode. It is a common problem (in real life too) that ABS does not work on such a system, because once all the wheels are forced to lock at the same rate by the drivetrain, the ABS now thinks the truck is stopped. Since we modelled our ABS on a real system using real inputs (wheel speed) our ABS can be defeated the same way random link: http://4x4abc.com/4WD101/ABS_parttime.html
This is extremely helpful as I own a Jeep Liberty 2002 w/ the optional ?4-wheel? ABS (im pretty sure it's the front brakes as well and not just the rear) and use part-time 4wd a lot during the winter and bad rain. I will be especially mindful of stopping distance while using part-time from now on. Thanks!
It s very impressive the work that has been done again! Thanks for christmas. Vehicule collision and damage are even better and all the additions are so welcome! Great job
The update is amazing but here is one thing. When I try to take a screenshot aand I put it into photo mode, I can't rotate the camera to the left or to the right. I can move the camera to the left and right, but I can't rotate it. I was wondering if anyone could make the camera rotate again.
When I'm playing the game, the "post crash braking" doesn't work in the etk 800, or the etk-kids series. Bug?
Really liking the update. The new campaign was a lot of fun and the the camper trailer is awesome (besides the fact that it has kind of unrealistic lighting like the other trailers). The only thing I've come across so far is the cab protector on the new T-Series dump box has a few issues. The first is a relatively small load and a little uneven terrain will make the box clip with the exhaust stacks. The second is the lights on the cab protector seem too large and oddly placed, and they don't look like they light up either. Most cab protectors I've seen have straight sides and small (2 to 2 1/2 inch) lights. Ex: Other than that the update is great, many thanks to the devs.
Works fine here, you need a fairly solid impact to trigger it (probably much heavier than in real life, but that wouldn't be fun anymore with how we treat cars in beam ) And what is an "etk-kids" series? Phone auto correction? It will show you this message btw:
What about a "realistic mode" that would make the sensor more realistic and make radiators have the same durability as they originally had?
This seems to happen when I turn full lock either direction when using the race suspension on the Legran. It breaks the tie rods on either end which causes the steering to fail. it happens when the car is moving too. No mods are installed.
If only I would've found this thread before posting it elsewhere Non-Functional Overwrite Button (Big Issue)
This update is definitely one I have been enjoying! I do have some notes about the new update: I did get the Fatal Vehicle Exception error, but I ended up fixing it by deleting the Documents/BeamNG.drive folder. It looks like Steam does not update that, as after I deleted it, I noticed for the first time things like "Growing Grass..." on the loading screen and the smooth transition from the loading screen to the ingame screen. So deleting the Documents/BeamNG.drive folder is important in more ways than one! As for the rest of the mod: Pros: I don't know why, but I love the fact that the buttons now make sounds when you mouse over them. I saw the patch notes about lane-keeping AI. Does this mean there may be ingame traffic at some point in the future? (please say yes) Pretty good campaign with some challenging missions: I just wish it was longer! It ran perfectly fine and the cutscene art style was refreshing. The AI seems to be slightly better at judging speeds now, and with the Risk adjustment I can now play around and see what values work on certain maps. Cons: AI still seems to be having trouble with navigating. There are plenty of times where the AI will get hung up on trees placed at corners in the road or the AI falling into ditches. The AI seems to be relatively binary: full throttle or full brake. This is readily apparent when giving it the Barstow Kingsnake. Are there any future plans to give the AI more granular control over the throttle/brake? The slushbox automatic on multiple cars has atrocious shift logic. Like, worse than any 90's car I've ever driven. Is that on purpose? If you could keep the AI settings after a car is reset (I like fiddling with the Risk adjustment and Split Path toggle), I would appreciate it. Every time I reset the car now, I have to click and hold the arrows in the adjustment box to get the values to where they were. Overall, I like the progress! There are a few gameplay changes, but as I use a controller, most of them make sense to me. The parking brake change stands out in particular.