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Can you tell me where these are? The map is split into different sections that load when you enter another one close to them, but they never...
You are running in vehicle lua, not game engine lua. https://documentation.beamng.com/modding/programming/virtualmachines/
The time is available to Game Engine Lua via the time of day object. local tod = core_environment.getTimeOfDay() local time = tod.time This...
This might be related to the variable idle RPM. Is there a behavioural difference between a cold and a warm engine?
The documentation has some resources about this. https://documentation.beamng.com/modding/vehicle/sections/glowmaps/...
Is the MHEV DCT not enough? Doing the same exact thing for an automatic would result in zero overall gain. Keep in mind that this involves...
You can do Two-Step-Verification with E-mail, though? There is no option that requires your phone number. [ATTACH]
Does CTRL+A work?
Follow the install guide that's also on the front page. Nothing else is required.
damageTracker is a global provided for the vehicle environment only and does not need to be required. You're using a game engine Lua script which...
In this case DLAA is not Nvidia's deep learning AA, it's directionally localised AA. If the view changes when you activate the mask view, it works.
The repository upload is the replacement for the forum post. GitHub will continue to receive releases as well - for archiving purposes.
I experienced likely the same or a similar issue: Let me know if this fix works.
DaddelZeit updated Zeit Radio (The Zeidio) with a new update entry: 0.35 Update (2) Read the rest of this update entry...
Never I'm pretty sure that is there since release haha Neutral is only applied when you release the clutch. This is done to avoid visually...
Featuring... A profile manager for quick access, plug & play usage... [ATTACH] Direct access to vanilla settings and more via comprehensive and...
It does, actually. I couldn't find anything that required an immediate fix. First time that's ever happened.
- Fixed occasional crashes on specific systems
Something in the logic to handle SFX seems to have broken with 0.35: Whenever an SFX source is created and played, it can only be stopped ONCE -...
Strange, I'm not experiencing any crashes. Can you send me your log (0.35/beamng.log)?