(I have already reported that in the "Bug reports" subforum, but looks like nobody noticed it except some dude who desperately tried to teach me how to take screenshots.) I struggle to make a proper screenshot in 0.10. The game lags, creating screenshots like this: About 80% of all screenshots are like this in 0.10. In 0.9, they made up only about 3% of all screenshots. My mod count hasn't greatly increased after the update.
Seems like the vehicle debug mode doesn't work right anymore. When I press CTRL-D to toggle no message will display and it won't display a message when a beam is broken. Edit: Does still work, just have to be under "Broken only" or "With Broken" in the debug visualizations..
Yes, rev limiters do not just shut the fuel off at a fixed frequency, they wait for the rpm to drop before they start injecting fuel again. The resulting frequency of the on off changes depending on how fast the rpms can rise and fall. Almost every video you watch of rev limiters will be in neutral or a low gear, or doing a burnout, in these cases the rev limiter will sound faster. In very high gears the engine rpm can not rise and fall quickly while connected to the wheels.
I found a temporary solution to that while I was experiencing the same problem. 1. Use the screenshot UI's field of view and roll sliders to pose your image. 2. Hide the UI with Alt+U. 3. Take a screenshot with Ctrl+P. 4. Enjoy.
I have to say that the shift logic is not my favorite feature in this update. In a real car, the car does not calculate the aggression of the drivers throttle input and change the shifting points for each of the upcoming gears while accelerating. For example, while having the 6 speed auto in the D15 and accelerating to 70 mph quickly then having to wait for it to up shift 2 gears while it sits at 4000rpm for a few seconds seems unrealistic to me. To me every car now feels like it is in sport mode, where the car is holding a gear and expecting you to get back on the gas after a quick acceleration. After the previous update (0.9), I think you guys really had the shift logic spot on. Hopefully you guys will improve on this new shift logic a bit more. BTW the audio is amazing.
I know that, I just dislike the fact that something that used to work properly is now broken, so I wanted to notify the devs.
It feels like the fuel pump is dying, usually a fuel cut would for a very brief amount of time. It feels like the the ecu is trying to hyper preserve the car. this is what i'm used to rev limiters doing, can you link examples of what you mean?
I'm pretty sure that is not a factory rev limiter, that is something aftermarket cutting ignition and not what we are going for.
The non factory thing is true, and i think i more understand what you guys are going for, but i've literally never seen anything aside from a modern pick up do what that pessima did in game, and nor has anyone i've asked. But this does throw up the idea of implementing some a sort of ECU modifying within the game, having more conservative fuel cut limiters on standard cars and ignition cuts on more track oriented car would be sick. And an ecu addition would add a great platform to build upon. I could very well be wrong, but I'm simply not familiar with vehicles, even less than sporty ones using fuel cutting to limit revs.
It does seem a bit too slow in high gears. I had found some videos where it was slow in high gears, and others where it sounded normal, and in my own MX5 it does seem to slow down in 3rd compared to neutral or low gears, but I don't have anywhere to redline 4th or beyond We just implemented the simplest case but there are lots of ways to limit the engine IRL.
On the sunburst without the hood on, if you turn the wheels, the struts poke trough and turn inside the housing thingy..
Getting failed to create resource errors (event: surfaces>asphalt_roll and asphalt_skid) when I load any map and any vehicle. Did safe mode, re-installation, verifying integrity, no luck.