0.16 Discussion Thread

Discussion in 'General Discussion' started by Nadeox1, May 3, 2019.

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  1. General Sergal

    General Sergal
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    and have much logs like this:
    [co
    its better sounds mod, im deleted it, now testing
    --- Post updated ---
    still getting crash
    Code:
    288.22916|I|BeamNGVehicle::spawnObject|Spawning object done
    288.22966|D|GELua.core_camera.|Camera switched to "orbit"
    289.12695|D|libbeamng.lua.V.vehicleController.settingsChanged|NOT refreshing settings before access
    318.61197|D|libbeamng.lua.V.vehicleController.settingsChanged|NOT refreshing settings before access
    339.86191|E|GFXD3D11Device::_ErrorHandle|D3D11 ERROR: D3D11 Error #887a0005. Экземпляр устройства GPU приостановлен. Для определения соответствующего действия используйте GetDeviceRemovedReason.
    
    GFXD3D11TextureObject::lock - Failed to map subresource.
    339.86761|E|fatalErrorHandler|== FATAL ERROR HANDLER ==
    339.86764|E|fatalErrorHandler|D3D11 Error #887a0005
    339.86766|E|fatalErrorHandler|The GPU is not responding.
    339.87487|D|GFXD3D11WindowTarget::resetMode|setting video mode: Width 1920, Height 1080, Format 0, Windowed 1633214464
    339.87743|E|GFXD3D11Device::_ErrorHandle|D3D11 ERROR: D3D11 Error #887a0005. Экземпляр устройства GPU приостановлен. Для определения соответствующего действия используйте GetDeviceRemovedReason.
    
    D3D11Device::reset - failed to resize back buffer!
     BufferCount 1, Width 1920, Height 1080, Format 28, Windowed 0
    339.87745|E|fatalErrorHandler|== FATAL ERROR HANDLER ==
    339.87746|E|fatalErrorHandler|D3D11 Error #887a0005
    339.87748|E|fatalErrorHandler|The GPU is not responding.
    
    --- Post updated ---
    With other game gpu is stable. Windows instalation is fresh.
     
  2. Nadeox1

    Nadeox1
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    BeamNG Team

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    Is your GPU overclocked?
    If yes, return it to stock settings.

    Also please make a separate thread for this.
     
  3. EruptionTyphlosion

    EruptionTyphlosion
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    Not a bug, but something to note.

    Map upgrades look amazing. Older maps look much better now. I doubt very recent maps will get upgrades, but WCA and Utah are lacking in street signs in many places. It seems that the developers have made a US street sign set for ECA, and hopefully those signs could be brought to the many intersections and areas in the maps in question that are missing signage.
     
    • Agree Agree x 4
  4. Kueso

    Kueso
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    working on one
    screenshot_2019-07-16_15-22-53.png screenshot_2019-07-16_15-23-04.png
    fully jbeamed, etc. all the works. model clipped from Miramar
     
    • Like Like x 4
    • Agree Agree x 1
  5. geilomaticDE

    geilomaticDE
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    Apr 13, 2019
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    When comes the Garvil Bluebuck out
    --- Post updated ---
    Ty to clear the game chache and verify integrity of game files
     
  6. default0.0player

    default0.0player
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    The DCT is still bugged, especially when downshifting at low RPM manually. The engine RPM fluctuated TWICE, and the car jerked. It seems that the clutch disengagment and engagement is NOT synchronized with the throttle rev-match.

    In this video, the car rev-match while the 2nd clutch is still engaged, broght down to the RPM that in 2nd gear, then the 1st clutch engaged, bringing up the RPM with the 1st gear.
     

    Attached Files:

    • Agree Agree x 1
  7. Capkirk

    Capkirk
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    I agree. DCTs are getting better, they don't seem to get stuck in the wrong gear as easily. However, if you put a DCT on something with a lot of inertia (like the T-series), it will shift very jerkily, and will still occasionally be unable to downshift fast enough, causing it to get stuck in a higher gear and refuse to downshift unless you switch to manual mode. Unfortunately it happens rarely enough that I wasn't able to recreate it.
     
  8. Confused_Deer43

    Confused_Deer43
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    It's possible to get the sunburst DCT transmission into negative gears, if you reverse and rapidly change to D or S gears, it will keep reversing and display negative gearing. I have no mods installed that mess with any of the cars
    20190727122705_1.jpg
     
    • Agree Agree x 2
  9. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Map? I don't recognize the surroundings.
     
  10. 98crownvic

    98crownvic
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    • Agree Agree x 1
  11. phjnvr

    phjnvr
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    The automatic D15 V8 seems to have been accidentally replaced with a duplicate of manual D15 V8.
     

    Attached Files:

    • multipledees.png
  12. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Think I saw that too; if I remember correctly one does have an automatic but is mislabeled as a manual.
     
  13. Calarist

    Calarist
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    No, they're actually both manual.
     
    • Agree Agree x 2
  14. ChrMid

    ChrMid
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    I have no sound in-game or in the menus. I have sound in the "credits", but other than that the game does not produce any sound.

    I muted the game a week ago, and now I can't unmute it. I made a clean install today, and I have disabled all mods. Prior to disabeling all mods I made no changes to the game (no mods, no anything) between muting the game, and discovering the issue.
     
  15. Nadeox1

    Nadeox1
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    BeamNG Team

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    How did you mute the game?
    Did you do a Clean Install as explained here? (did you delete the folder in Documents?)
     
  16. ChrMid

    ChrMid
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    I muted it using the "mute" button in the options menu (Options -> audio)

    I thought that I did. I just did another clean install, and now it works. Strange. Anyway, thank you!
     
  17. Mario64iscool2

    Mario64iscool2
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    Mar 20, 2016
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    Might be stupid to ask, but did you check the Windows Volume Mixer?
     
    • Informative Informative x 1
  18. Michaelflat

    Michaelflat
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    go into windows sound settings, (i assume latest win 10 version).. set the D3D Proxy window to your correct sound device..
    restart game

    should work :)
     
  19. mtslittow

    mtslittow
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    Sep 28, 2012
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    The eSBR's engine braking torque should be stronger. Tested on the eSBR 800 with no mods.

    I found the braking to be painfully weak, so I checked it using the dyno app with the car upside down. It appeared velocity-dependent when it should be constant.
    So higher the speed, stronger the braking. Alternatively, the slower the speed, the less it brakes. You'll never get stopped to a stoplight in time.
    Disclaimer: I have never driven an electric car. But from what I understand, the regenerative braking force should be constant. In reality, you would rarely need to use the disc brakes.

    The main takeaway is that an electric powertrain should bring you to a full stop with no effort but with the eSBR it doesn't.

    Demonstrated using RPM/time graph:
    Screenshot65.png

    This is how a constant braking force looks like: (Demonstrated using the car's disc brakes with the smallest possible braking force so that the difference is visible)
    BeamNGdrivex64_2019_07_22_03_03_08_987.jpg

    Other things:
    If you add the adjustable final drive part and make the gear longer, tacho will work incorrectly. It reports max revs when driving at the normal unmodified top speed. At the same time, revs are audibly lower than max.
     
  20. default0.0player

    default0.0player
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    Mute ingame requires clean reinstall to unmute it.........................................................................................I'm speechless.
    --- Post updated ---
    The biggest eSBR problem is the excessive torque at very low speed. Try parrallel parking at 2mph
     
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