It will be possible to add if we implement rope physics, but not at this moment. Rope physics are not currently in our short term plans.
So, about this whole shifting argument....I decided to see if it was faster to shift with assists or without assists by using the T65 Fifth Wheel Upfit around the Industrial Rallycross and Racetrack Perimeter layouts, as that would require a LOT of shifting to go quickly. Here's the results I got from 2 2-lap races around the rallycross track, and 4 3-lap rounds around the racetrack. Please note: I was using a keyboard to achieve these times. Rallycross Perimeter, with assists: Best Lap: 1:04.800 Total Time: 2:18.496 Start Lap: 1:13.696 Rallycross Perimeter, without assists: Best Lap: 1:04.100 Total Time: 2:15.950 Start Lap: 1:11.850 Racetrack Perimeter, with assists: Best Lap: 48.600 Total Time: 2:35.450 Start Lap: 57.150 Racetrack Perimeter, without assists: Best Lap: 48.200 Total Time: 2:30.450 Start Lap: 53.800 As you can see, the fastest laps were separated by less than a second (and at the racetrack, by less than half-a-second), but the total times were separated by 2-5 seconds, despite my keeping of almost-identical times at the racetrack. Not satisfied with these results, I decided to switch the order around this morning, and try the T65 at the track again. Racetrack Perimeter #2, without assists: Best Lap: 48.000 Total Time: 2:30.500 Start Lap: 53.850 Racetrack Perimeter #2, with assists: Best Lap: 48.000 Total Time: 2:33.050 Start Lap: 56.850 Again, a 3-second difference between the totals, despite me acheiving the exact same fastest lap. However...I was completely dissatisfied with these results, so I decided to go to the autocross courses, specifically this seed: 8972364587. Autocross, without assists: Best Lap: 1:39.413 Total Time: 5:01.561 Start Lap: 1:41.798 Autocross, with assists: Best Lap: 1:41.900 Total Time: 5:08.415 Start Lap: 1:44.837 At the autocross course, there was a seven second difference in total times, and a two second difference in fastest-lap times with almost-identical driving styles. That, to me at least, is quite definitive evidence that the new shifting system isn't as detrimental in spirited driving as many people think. Sure, if you have a problem with it, by all means, report that problem, but it doesn't have much effect on my driving.
https://www.beamng.com/resources/old-thumbnails.2640/ It's not official, but it was made with the thumbnail generator app.
While this is not is not a bug, it sure is annoying that the flatbed trailer does have a slope section at the front of the trailer to push the trailer up when the fifth wheel goes under it, and the other two (Dry Van & Tanker) don't have this. This makes it very hard to couple these two types of trailers if you have equipped the lifted suspension.
Something else, as well: could we have a check box that says “only show in cockpit” so we can have a gear or speedo (or anything really) while inside a vehicle, but have a different one when we go outside?
found a rare......ish bug. was doing airport showdown with a custom config. paused right after the only checkpoint to look back, i managed to break the front sub frame off and have the engine still run. this one of those rare but very funny non gamebreaking bugs.
Isn't that theoretically possible, at least until the fuel left in the engine itself and any remaining lines is exhausted?
I'm having an issue where after spawning some number of objects like say 8 cars Beam refuse to load the vehicles menu, its just a blank white page. Trying to clone another in the World Editor tends to just make the game crash with a 0x0000001 error. The memory usage seems to never increase much beyond 2GB either, looking at it from the task manager. I'm running Windows 10 64bit with 16GB of ram and plenty available when I'm playing the game.
Maybe you have too many 'apps' on your UI, or something is throwing errors. 1) Disable all mods first 2) Remove some/all UI apps ( https://wiki.beamng.com/Editing_UI ) And check again
I started beamng on steam and it started to download 2.5 GB of something. I don´t see any uptade news so what is it then? I didn´t edit any game files.
woah I just realised that at high altitude in BeamNG you can run out of power, like there is the big ramp aerodynamics benchmark map and the cars stall when put into drive, but if you fall and respawn they run just like normal, how amazing! (and btw do you guys use temperature in the pressure calculation?)
I have more luck with disabling mods, because without the mods the game uses less memory and has more overhead. But every time I hit that 2.2GB mark (2196MB according to task manager) the spawn menu refuses to load and the game is close to crashing. I just wish it would use more of my available memory if it needs to.