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Discussion in 'General Discussion' started by Nadeox1, Aug 7, 2017.
I am just quoting myself because noone seemed to address these issues.
Small thing but I noticed on the manual version of the Bruckell Moonhawk, when you change gears the gear selector in the center of the dials jumps all the way up to Neutral before going into the gear that you have just shifted into (e.g. 4th into 3rd). Say I don't remember this happening in the previous iterations of the game and I'm sure that isn't how the gear selector works in real life.
It's only a little thing and I may be completely wrong with reporting this as a bug however on the flip-side this is really testament to how well you have ironed out this update before any hot-fixes as this is the worst thing I can have a gripe with
Definitely not an expert here but I think it has something to do with the way the manuals have been coded now. There's a little bit of a delay when you press the shift button and I think it goes to neutral during this delay. I personally feel this is too long of a delay so I've implemented a "fix" that a friend of mine suggested. Change "transmissionGearChangeDelay" to 0 for the transmissions of your preferred vehicle in their [vehiclename]_engine.jbeam. Some of the automatics have this delay as well. It's a bit tedious to do but it works seemingly well enough.
slight bug, but the Replays after i recorded myself and viewed it back and then went to exit the playback both cars switched places
Is it me, or does 0.10 run like shit compared to 0.9.0.5?
It's a great update, the sound especially is a huge leap forward. I just have one question at the moment, does the over-rpm damage ratio (the 0.05 that fixes the damage threshold to 5% above max rpm?) have to be a fixed value hard-coded in the mainEngine controller, it seems not difficult for it to be read from .jbeam. I find myself needing a custom engine controller that's an exact copy of mainEngine with just that one value changed.
I'm not sure all engines should have a fixed value, an example from the stock cars could be the beater, it's supposed to be already worn out and should probably damage sooner. More generally any engine with an ECU can have the limiter raised or lowered without changing the damage rpm (rpm damage threshold is the physical strength of the parts and shouldn't be effected by an artificial limiter). And a low revving engine might have a larger threshold than an extremely high revving one.
Just a bit of an update on the sound thing, seems like its not just a problem with switching sources, it just breaks after some time of playing and for seemingly no reason. Does the same thing, no skid, glass, or crash sounds and the "Test" button in the audio menu no longer works after.
The old Pessima's shift indicator doesn't light up when in reverse
Oh yeah! One more thing about a manual semi-transmission.
You can't force gears in to place like a car, a semi simply won't take it unless the engine speed and wheel speed match. This is because truck gears aren't synchronized (semi synchronous gears are a thing, but they become very dangerous when down shifting, which is why they are rare) If you try to shift, and you rev your engine too high ( above1500 RPM), your gears will grind. If you try to shift, and you take too long which drops your RPMs too low (below 1000 RPM), you will grind as well. The art of shifting a semi is doing it quickly and with matching speed & RPM. If your RPMs drop, rev it just enough to match the wheel speed (on a 12 speed like the one in game the RPMs is probably a bit different.)
Down shifting is the same idea, but you have to rev your RPMs back up to 1500 in the middle of your double clutch, so when you move the gear into neutral tap the accelerator.
This is also why it is important to know your gear ratios because unlike a car, you obviously cannot max out the RPMs before you shift, since it has to be at1500 RPM. So timing your shifting is all about what speed your going. For example (if I remember correctly)
If you are going 15 mph, 1+5 = 6th gear
25 mph 2+5 = 7th gear
And so on.
You think you will go more in depth with heavy transmissions at some point? I can tell you it looks like you pretty much know what you are doing, but I always think it's a good idea to point out something that needs improvement.
Alright, cool. As long as it's acknowledged as a problem. The fact there was nothing about it in the first post or first few pages was a little bit concerning to me.
Been testing out that Node to Node feature past couple of days. So far, it's been pretty unstable, even with very mild couplings, like attaching hood or trunk lid from the lock part to be more firmly closed. After I hit the car's nose or rearend into something, the game pauses from unstability. Was looking forward to it for derbying stuff, so that they can improve the car ridigy when shutting the doors, hoods and trunk lids properly.
Node Grabbing: Since the last update, I'm unable to hang nodes in the air since the "detach all nodes" option overlaps the other one everytime. For example if I want to hang the boot open in the air by pressing middle click, it just detachs other nodes (or at least that says, since it makes no difference since I didn't welded any nodes before. It would be nice if the node I'm grabbing isn't attached to anything, then don't show that option and let me hang it on the air like in the last update.
I was excited for a brief time due to another user posting a potential solution to my woes of the new shifting system, but the coding for shift delays isn't consistently in all the transmission, thus i assume there is some shared default somewhere, and i am not aware of it's location. This shifting change has really killed the game for me, it makes spirited driving not worth the effort. I'm aware all my troubles would be solved if I simply had a wheel, but i don't, and nor do many others. I'm sure someone out there likes this new way, and that's completely valid, but why was this forced on everyone with no simple way to revert.
To give an idea of what I'm frustrated about I will lay it all out. With all the assists off and playing on controller you cannot shift up, shift down, skip gears, "heal toe", power shift, or j-turn at any decent rate in a manual car.
It's agonizing to have my hands down favorite game have it's gameplay decimated for me when i have such a great update i want to enjoy and explore.
I feel ya! It's possible to set the shift delay to 0 in any transmission you want though. If the line isn't present you can simply add it. Go into the car_engine.jbeam and look for the transmissions. When you find the transmission you wanna fix you simply add this line under vehicle controller
I understand this, however the problem isn't as simple to fix as open up a bunch of files in notepad++ and use replace all in open files. It requires alot of manual entry. There are 22 cars in the game's fleet, granted some of them share parts, but all of them have several transmission options. That's a lot of work, personally i work full time, and I didn't go into a field that involved heavy amounts of coding for a reason, i don't enjoy doing it. My frustration isn't coming from a place of helplessness, it's coming from a lack of proper implementation (in my and seemingly others' opinions). Also this post isn't meant to be argumentative toward you, I don't want anyone to misunderstand what my posts.
There are ways that i could use the "replace all in open files" tool, but it would be round about and still opening like 20 files of the game's content and changing things in a broad sweep hoping nothing breaks isn't optimal. Not to mention one update later and it's all gone.
best support ever i love you guys
A minor mistake I found, the H-Series Drift Missile is listed with an (A) in the vehicle menu, but it has a manual transmission rather than an automatic transmission.
Sometimes the random track generation creates roads through the barriers.
Burnside speedo won't go past around 92mph