Yeah i noticed some of them also, i heard the sounds in the bus, it's like clanging and rattling of panels inside, amazing! Just like i was riding a real bus I have noticed the visuals also better, it's a shame though as my settings are all down low to keep FPS up, it looks all well and nice, until i see a tree which looks like a 2D green blob
I noticed when I play the game at a lower screen resolution (I play at 720x480 since I'm living the Virtual Machine Life), the campaigns and scenarios tabs get cut off.
Well... You're a bit screwed there since the game is meant to run at a resolution of at least 1280x720. On a side note... I really like the SBR-4's new interior option. Really blends in well with the S2 config.
It seems that the garage "map" doesn't load properly, as the tuning HUD doesn't show up. Of course, this is a minor issue that I'm sure will get patched in the near future. EDIT: Never mind, a simple clearing of the ol' cache has fixed the issue.
BUG: If I have borderless window at 1080p selected, then I try to select 1280x720 (720p) resolution, it does not change the resolution. Even if I select borderless it automatically changes to 1080p resolution, while in 0.13 I used to be able to choose resolution Or maybe it is new feature for reasons I have no knowledge yet?
It's on purpose. We did not got around disabling the resolution selector tho. Borderless and small resolutions made little sense, as it's always 1:1 pixel, so choosing a lower resolution gives you a small, unmovable window. Most games nowadays uses the desktop resolution directly with borderless enabled. It also helps to avoid other kind of issues.
I often used that small unmovable window, but I can use small movable window too, it is nicer when tampering with vehicles to use window Yeah, now I can speculate that in update resolution selector gets grayed out when choosing borderless option
Thanks but it doesn't work as before it works like a ... only shows what it want to show and not what i want. i need ramp to show collisions not fence. Why always need to break what worked for years. Before i press one toggle and i can see all object colisions. Why not to leave same button. ANd when i choose in this menu anything it freezing my pc. and not showing all collisions. So stupid.
Yeah, there seems to be some growth pains with new feature, anything that is partly in ground seem not to be 'picked up' by it, not sure if there are other variables affecting of what is shown and what is not. Seeing everything certainly did have it's uses, maybe there is option for that in a future?
The tools are slowly being moved to a better system, because the current editor is unreliable. It allows us to add more useful features and push things further. It seems that the 'Mouse Focus' option is acting up. Performance is also weird on it. Noted, we will put some priority in that.
This is probably low priority and planned for time when West Coast gets more love, but this parking complex below building has few issues, some gaps: You can see those gaps middle of picture from the road. It kinda looks like quickly made place holder, which it might be. Part which I'm not 100% sure are shadow drawcalls, way I understand them is similar to normal drawcalls, that is each separated face is more expensive than connected face (as UV map islands) and currently building has lot of separated faces, but unsure part is if it is possible to connect islands of separated faces and make less shadow drawcalls with that, so that actual mesh can be separated faces, I don't know enough about UV mapping. Anyway flashing of overlapping faces caught my eye as well as those gaps that were kind flashing when camera moved, so I thought to post just in case it has been missed. Also this last opening might work as access (blocked) to 3rd level which currently does not have any visible way to get into, which reduces immersion a bit: Quite minor things really, but some might be worthy for large book of ToDo
That looks to be an issue with normal maps, does the mod have any or are they mapped to a null texture? if so, you'll need to create some
Hello I want to report a bug: In the "Driver" mode camera have a chance to mirror it's turning It happens, when your default vehicle has right-handed driver position, and you switch to left-handed vehicle I'll explain it with screenshots: For example: my default is Miramar, and I switched to Grand Marshal On first screenshot camera should get out of the window: On 2-nd and 3-rd screenshot camera works right in new spawned vehicles (Pessima and Miramar): On 4-th picture default Miramar switched to Pessima and camera isn't working as it should: But on 5-th picture in the Grand Marshal (as new spawned vehicle) camera is working right: I've noticed, that bug doesn't happen when your default car is left-handed, and you switch to the right handed vehicle (Example: Barstow => Miramar) Thanks for improving the game
I am getting massive lag spikes when using the repo as of the latest update. I tried removing all mods and clearing cache. Sometimes the lag spike turns into a complete freeze requiring the process to be terminated. I have the game installed on an external HDD if that makes any difference. The lag seems to be happening when it is unzipping the files. Is the performance of the unzipping somehow worse? Latest crash: BeamNG.drive 0.14.0.1 0xCFFFFFFF STATUS_APPLICATION_HANG
Might also be related to antivirus or similar, if it gets triggered. However I have noticed bit of the same, put it into account of antivirus, similar does happen sometimes when loading a level, but usually with time it recovers, just can make loading times quite long. I have game now on SSD and such happen with that too. Also if you put several mods to download and one does this freezing thing, then some other downloads might get cancelled. Reminds me from the time I made little program, which froze completely when doing some task, I had not threaded it at all, so UI and other stuff run in same thread. With threading it got so much better, but I guess that is not reason here.
@fufsgfen I have no realtime AV activated. I only occasionally run a scan, or scan things before running them. I might try to see if I can track down the exact thread in the BeamNG process that is locking up. Might help figure out why it is doing it.