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Discussion in 'General Discussion' started by synsol, Aug 16, 2019.
can concur, it's quite irritating after a point
I think few questions need to be asked before extending prepped area.
Is there prepped braking zones IRL and how those distance of IRL braking zones compare to West Coast braking zones? If there are something IRL that would support change to braking zone, then it might more likely get done, I guess.
I'm not sure if other's are experiencing issues with vehicle menus, if playing more than an hour and swapping lot of vehicles?
I'm having odd effect where cars don't come up until many many seconds after, also scrolling of vehicle list is not optimal, when I scroll, list goes to top automatically, I did check if there is some odd controller issue, but none of such was found.
There were mods installed, so could be also be that, just odd thing I though to ask if others have experienced such?
Here is the screenshot of the pole glitch I mentioned.
Oh by the way, I'm curious if anyone else is having this telephone pole issue. Maybe a map I had installed in the 0.17 update may have caused that, but I'm about 100% sure this is a game issue. I would really like to know if this is an issue on my end, or if other people are having this issue. By the way, here is a short list of maps I had installed during the update.
American Road (I think, but I'm not sure. I deleted it.)
Atoll (which I deleted recently)
Mount Coot-tha (which I also deleted recently)
Polish Roads (which I deleted, but I will reinstall it once the new update comes out.)
and possibly more maps I can't think of off the top of my head.
Now, if anyone thinks that this isn't a big deal. That's fine. This telephone pole issue I've got is not a game breaking issue. I think it's just a blatantly obvious misplacement issue. I'm sorry if I come off as petty. I just wanted to report an issue in the game. I'm just really curious if other people have this issue. If you are not sure if you have this issue or not. Go into the game (if you have time) and go to East Coast USA and click farmhouse as spawn point. Once you are on the map, then drive and look for power poles and once you start seeing power poles, then continue to follow them to the spot I took a picture of and then see if you have that same issue or not.
There's a weird rear axle damage threshold issue with Panhard bar, narrow track offsets and different wheels.
Bad Bubu, for example, is fine with minimum track width. Changing the wheels to 15x9" Draggers will break the axles up to -0.013 set. Most bigger wheels are ok. Standard 14x5.5s and GP 15x6s are the worst, snapping axles also with Y-Bar. Other rear parts or settings won't matter, except hydraulic cylinders and lower tire pressures makes the axles stronger.
No stress free hang with 15x9s and freshly spawned 14x5.5s with +0.002 track set:
Another Bluebuck issue is the flag direction on Interceptor's right door. Flags should be going forwards on vehicles. In this case, stars in the upper right corner.
Do you have any reference on this?
As far we know prepped asphalt usually goes half-way, and sometimes full-way to the finish line:
(random examples from google maps)
Oh my goodness @Nadeox1, You are awesome. Thank you for fixing that telephone pole issue. By the way, I'm looking forward to the new Utah update. It looks amazing.
My understanding is that the asphalt is prepped by spraying on a liquid coating. The same track can be "prepped" and "un-prepped" for certain events by cleaning, and either reapplying or scraping off the compound.
If you'd like, I found a couple of articles dealing with the subject of dragstrip prepping:
Speaking of dragstrip construction, isn't there usually a gravel/sand trap just beyond the shutdown area to help stop runaway cars?
There is a booboo with the road/terrain meet near the new Hirochi race track's gas station:
--- Post updated ---
Stopping drag config of GM on grass terrain seems to be pretty easy as it is getting almost 1G of grip on grass during braking. Tread depth thing not affecting grip quite as much as it should?
--- Post updated ---
GM Fleet had STX 15x9 wheels and offroad tires, while GM Drag was just like it came with the game, same speed 103kph braking at edge of grass, stopping distance is quite bit shorter with drag tires.
Tread depth is clearly not giving desired difference here, drag tire on grass IRL would be almost like ice I guess?
Redid the test with Roamer offroad, with and without ABS:
With ABS there is not so much difference, but without ABS offroad tires have less grip than drag slicks, locking wheels helps drag slicks to stop faster.
Difference with GM test might be due the ABS.
Well, I don't know about drag slicks on grass, but they sure are good in mud or lose ground:
Maybe it's the same with grass?
I would not say them being good...
Most definitely not pulling around 0.7g acceleration or near 1g stopping
Such wide tires float well, also no tread to dig hole and as they are soft it does help to get going to a point, but that video is made to have shockawe effect more than anything else.
I've experienced this for a longer time too. It sometime occurs and sometime doesn't and I found out that unchecking
that 'category thing' on right hand side while waiting for vehicles to show up speeds up the process and soon the
vehicles show up normally. I think this has something to do with gui being html based, not sure but I think so.
I don't know who exactly did the sounds for the cars, but I wanna say thank you. The SBR4's starter (and signals and headlight switch) sound pretty much exactly like my Saab's did and the first time I heard it I nearly cried.
A couple of car config notes:
The 1988 Pessima Hill Climb has strangely short gearing. The other hill climb cars don't top out on the Belasco raceway straight, this thing tops out before it even reaches the end of the 1/4 mile drag strip.
The 1988 Pessima 2.0 GTz needs better cooling. It has no oil cooler and the basic radiator, the piston rings get damaged after 2-3 laps of Belasco raceway full circuit. For the factory "Ultimate Pessima", that's not good.
Unless I'm blind, the SBR doesn't have an option for a shift light.
I reported this a month ago or so but I don't believe it got noticed, the Bluebuck 423 Sport (M) uses the wrong radiator. It's the only 423 to not use the heavy duty radiator and as a result overheats about as bad as a '53 Special. Which is to say, it goes quick.
Idk if this something on my end or if it's an actual thing, but at about -70 280 60 on ECA there's just giant spikes in the middle of nowhere, like so:
I have no idea why this would happen, have no mods that alter ECA, and I have been able to repeat it. Is anyone experiencing anything similar/is this already known about if so?
Delete the folder "C:\Users\yourusername\Documents\BeamNG.drive\levels\east_coast_usa"
I haven't saved any editing that I have done myself either, but I still tried it. The issue is still there.
Why are the newer cars so awful to drive? The K-Series and SBR are fast, but they feel choppy and odd. I'll be at half throttle and ease to full, and the revs will stutter. The turbo sounds are cut off, the tachometers are jumpy and weird, and the cherries on top are the intrusive and godawful ESC and the abhorrent understeer.
I agree they need work, but from the looks of it Diamondback is already working on some improvements. (I can't help but feel like Shotgun Chuck is going to pop up out of his hole again and try to tell us that real life modern cars suck even more and that the game's modern cars should be made less functional).
When I drive around 60kph to tirewall at Hirochi, car goes kind of trough it, then tirewall eats car slightly: