Just downloadeded BeamNG and it wouldn't start. Was scratching my head for a while and couldn't find any logs or anything. Eventually worked out that it didn't like the fact my "My Documents" folder was redirected to a UNC path, e.g. \\server\data\documents. This kind of folder redirection is something more common on a corporate network than a home network, but I'm surprised there's not more people out there hitting this road block. I've attached a screenshot of what I'm referring to by folder redirection.
Yeah no, that may not work fine. You can change the userfolder location anytime, use something that's local on your PC: https://wiki.beamng.com/BeamNG_FAQ#How_do_I_change_the_.27mods.27_folder_location.3F
This worked a long time ago, but support was dropped because it made things overly complicated to maintain. Simply map whatever network path you want to a drive letter, and use that letter instead of the network path.
I can't see images in the in-game repo? any suggestions? (and I just took a random mod for screenshot, but I have this problem with every mod when viewing in-game) (and yes, I have mods disabled and cleared the cache etc...)
There is something fishy with the "smart" E-brake. So far I managed to do it only with the Sunburst and the Covet, but I haven't tried on other cars. It also doesn't happen every time. But it seems to be at least like 1 out of 20. As you can see in the video (filmed while in "safe mode"), the E-brake remains active while an attempt to initiate a drift is taking place. The car grinds to a halt. Even as I press the accelerator paddle, the car fails to start again. Releasing and Pulling the hand-brake again fixes it. Now, I know this might also be a hardware failure. So if it happens only on my end, I may need to fix my controller...
I am going to be honest, I don't know if this has been reported before or not, but I have found a bit of an issue. Version 0.13.0.5.6610 For whatever reason, when I unplug my USB headset (I did it on accident the first time when I discovered this, but it it totally repeatable) the game will instantaneously freeze. The only map I tried it on was just Gridmap, but it is fully reproducible every time I do it (probably every map with every vehicle). Information that pay pertain to this issue... USB Headset: HyperX Cloud Revolver S Gaming Headset with Dolby 7.1 Surround Sound Here is a link to it if you need more information... https://www.amazon.com/gp/product/B01N9RM9N3/ref=oh_aui_detailpage_o04_s00?ie=UTF8&psc=1 Computer Hardware: Mac Pro 5.1 2X 6 Core Xeon X5650 2.66GHz 32 GBs 1333MHz Ram NVidia GTX 1070 + Radeon HD 5770 (for Mac OS usage) No type of dedicated sound card that I can see... I don't know why these specs might pertain to anything, but I included them anyways. Now if I am the only one that seems to have this issue, then I wouldn't focus on it as its not a big deal at all... but if others might have this issue... I can see how this might be a problem.
I think that is caused by binding the wrong e-brake; there are 2 'types' of e-brakes in Beamng: 1. press the button (standard 'P' on keyboard) and the e-brake will stay active. Pressing it another time will release it. (Useful for parking cars.) 2. Press the button (spacebar on keyboard) and the e-brake will be active. Releasing the button will deactivate the e-brake. (So, push and brake)
If the author of that mod used images that are hosted elsewhere than beamng.com (for example imgur and so on), they won't load in-game. Game only connects to BeamNG services. Works fine here. Please check mods and all the things mentioned in the first post. Messing with audio device while the game is running is not recommended at this point, as some audio-stuff may not coop-e with that nicely at the moment.
Transmission tuning of the bus. It might be Diamondback has already changed parts of the code or done more finetuning on bus transmission, but on public version there are some issues. I was driving Utah bus routes and uphills were interesting, bus was shifting in odd manner. For example I was climbing at 1800rpm, because of steep hills speed decreases. At 1400rpm bus shifts to bigger gear, which result some 800rpm on new gear, then shifts back to gear where it was. This is done usually having shift points too close to each other. There was also some gear hunting, but biggest issue was that shift logic shifts up when it should shift down.
yeah that happens on the stock transmissions, not mine though interestingly enough. usually 3rd to 2nd. I think the 6-speed auto does it more also. I found that on that hill too! Climbing and my foot is flat on the floor and the bus shifts up instead of down, killing performance and the bus almost stopping!
Yeah, the bus uses fixed shift points instead of intelligent ones. Which makes sense considering it's age, but they aren't tuned in the slightest.
I did notice that bus actually has interior lights, but they are kinda dim: When developers work on night driving, that aspect probably needs attention too, but it is nice that interior lights are implemented already
Not 0.13 specific, but the Hopper's soft top can clip through its own (non collidable?) supports while the vehicle is moving at speeds over 120 km/h.
I've encountered another minor bug. When using the "offroad" Sunburst configuration on a scenario/quickrace, if you use the automatic gearbox (put it in "D"), and build revs during the countdown, as you should do, the car will upshift to 4th gear before you even start driving.
Quite a long post here, it would be nice if these issues were addressed. The "Police Patrol", "Delivery Truck Takedown", and "Small Island Chase" scenarios have outdated thumbnails, as they use the pre-skin system police liveries. The Wentward DT40L seems to ignore all filters. For example, I de-selected all performance classes, yet it is still showing up. For some reason or another, the Base Model Wentward DT40L is still extremely expensive. The preview picture for Derby Arenas is outdated. Also, the description calls it a "Wintery" environment, when it looks like summertime, and is also the hottest map in-game (According to the thermometer on the ETK 800). The bridge on West Coast, USA still has "Road Work" and "Construction" signs. On another note, the tunnel after the bridge is extremely tight, and makes accessing the bridge kind of pointless if you reach a tunnel that you have to be going 30mph in. House on West Coast, USA that is having serious landscaping problems Floating trees on West Coast, USA, in the redwood forest near the closed tunnel. There are a number of unused highway sign holders. It would be nice if someone could actually put signs in them, as they're all in places that could use some. Under the rockslide on the mountain pass on the Automation Test Track. East Coast USA police Sunburst on Small Island in the "Small Island Chase" scenario. Likely an oversight due to the configuration originally being generic, but still an issue nonetheless. The Port map has no license plate. In the "Port Escape" scenario, there is an all-black Grand Marshal police car, likely a glitch. Extremely generic name for the Motorsports park. Also a fourth wall break by referring to the map by it's acronym and name. Some houses on WCA that are completely fenced in and inaccessible. Note how the fence goes directly through the path. Using the sunburst as an example here, all the emergency vehicles lack interior equipment. Some of the police cars, such as the H-Series, Sunburst, Moonhawk, and Burnside Special also lack basic parts such as push bars (only the sunburst needs one), and spotlights (All of the above) A bit of confusion regarding the highway exit signs on West Coast, USA. In the southbound lanes of Highway 110, there are two "Exit 194"'s in a row. In real life they would have different numbers.