Do you also have the trailerpack by AR162B installed? It´s required to use the map at its full potential (until a proper pulling sled is made of course)
For the ETK and Gavril I think it's obvious to understand. For the SRB4, the difference is way to little for me, there is almost none
It's the reflections doing their job. You don't see reflections on the windshield/glass from the inside (on purpose to avoid distractions). Not a bug, always been like this.
Got some inconsistencies with measuring vehicle engine power. Wondering which app to use. - The Engine Debug app seems to be calculating the wrong power value for the actual unit desired. When BHP is set as the desired unit, the values seem closer to what they are in kW. When kW is set as the desired unit, the value ends up as a further ~3/4 of the above result. Happens regardless of car or transmission type so it doesn't seem to be for drive-train losses. (The values are relative to the Engine Dynamometer app, which I believe is always set to kW) - The power from the Torque curve app doesn't match up with either of the above 2. Ignoring the actual numerical value, the shape of the curves for the above 2 always peaks at lower RPM. E.g. According to Debug or the Dyno, power for the Covet ZXi peaks around 5000 rpm. The Torque curve app shows a peak around 6200-ish RPM.
I think that's the canvas of the map, but I don't know why it appears on this side of the vehicle According to @VeyronEB this doesn't happen on AMD cards EDIT : just noticed it's not showing on the game's preview when I Alt+Tab
See here: https://www.beamng.com/threads/problem-with-dynamic-reflections.52338/ Something caused by the latest Nvidia drivers (390.77)
This https://beamng.gmbh/research/ --- Post updated --- I think aerodynamics are sometimes funny. When I play with wind app, concrete barrier flies off very easily when wind blows to side, but not at all when wind blows from one end. With cars you can experience bit of the same. Now if you place 4000kg concrete barrier behind the car side to wind and car is nose to wind, 1000kg car stays on place while concrete barrier flies off like being styrofoam. Turn concrete barrier 90 degrees so that narrow end is to wind and it holds said car at place even you increase wind speed to double from original point where concrete barrier did fly off. I have experienced some unexplained behavior when driving a car at high rate of speed and entering to high speed turn, it kind of turns first at faster rate and then turning kind of slows down, then picks up again, slows down again. I have been thinking if it is tires going from constant state to sliding state or if it is aerodynamics and I'm starting to think it might be aerodynamics, but it is really hard to test, film or explain. It kinda feels like what one could except when such strong directional aerodynamic effect would change with wind angle, so when wind is not directly at front it changes downforce/lift and also acts as if it would try to straighten car to wind?
Wow, didn't know that website existed! Really nice design, but I think somehow they should all be linked. Also we need to scrap the homepage on BeamNG.drive https://www.beamng.com/ It's nowhere as good as the Devblog's game tab: https://blog.beamng.com/ But this is similar to the devblog's too: https://beamng.gmbh/beamng-drive/ I think the blog and other one should mix together and replace the homepage for BeamNG, the homepage currently is aging.
oh my god i want that, i need to make an alien invasion kind of thing where the camera hides in the back of a T-Series box truck and this breaks the door down and the driver steps hard on the gas to try and escape Also I do love the gmbh website: