Tested in safe mode. On the LWB Roamer, the off-road bumper is floating beside the rear of the frame, and the license plate is located in an odd position.
Old World Editor is still crashing left and right... Select multiple obejcts -> delete -> crash to desktop Half the time when you save after making changes (Ctrl+s) the old editor will hang and crash, rendering the level unreadable by the game. Sometimes changing from Old Editor to New Editor crashes the game. I understand the old editor is being left behind, but please, at least fix these pretty major issues for those of us who are slow on the uptake for the New World Editor.
off topic : my current download speed at HumbleBundle :/ on topic: the tire glitch I mentioned earlier seems to be present at all tires, it's just most obvious on the T-Series. For the T-Series it occurs 'spot on' 40 km/h, on smaller tires near the 30km/h mark.
I just downloaded the hotfix and went on to spawn into the redwood section of West Coast USA, and found that my GPU was pegged at 100% causing my whole computer to freeze which had not happened prior to the hotfix. I tried on two different drives, a 2 year old Samsung 860 Evo 500gb and a brand new Samsung 860 Evo 1TB both in normal and safe mode. I then tried a fresh install of BeamNG and the issue persists. It only happens when I am looking at the area where the redwoods are, even in spectator mode. If I look away the freezes stop. Im not sure what the issue is and I havent crashed due to it, so I have no crash logs to send. My rig consists of a Ryzen 9 5900x, 32gb of 3600Mhz RAM, and RTX 2070
No, it could be done easily, Spoiler: Manually browse your game local files "\steamapps\common\BeamNG.drive\content\vehicles\vivace.zip" open it via 7-zip, open the "vivace_differential_F.jbeam" copy the Code: "controller": [ ["fileName"], ["drivingDynamics/actuators/electronicDiffLock" {"name":"lockFront", "differentialName":"differential_F"}] ], , open the "vivace_electric_motor.jbeam" and locate the "vivace_differential_F_electric" section, then paste the code just above "powertrain" Do the same to the electric rear differential open the "vivace_differential_R.jbeam" copy the Code: "controller": [ ["fileName"], ["drivingDynamics/actuators/electronicDiffLock" {"name":"lockRear", "differentialName":"differential_R"}] ], , open the "vivace_electric_motor.jbeam" and locate the "vivace_differential_R_electric" section, then paste the code just above "powertrain" If you do this correctly the jbeam should looks like this Save your edit, close the window, then play the game your Tograc qE will do the eDiff braking and it will pass the three rollers test. Alternatively, you can download this mod which I made in 5 minutes. Install the mod then choose the "Open Front Differential w/eDiff" and "Open Rear Differential w/eDiff"
Yay, more lighting LOD bugs - this and the lousy FPS, even on top specs, from the eSBR gauge cluster.
https://www.beamng.com/threads/t-series-experience.71893/page-3#post-1261474 https://www.beamng.com/threads/t-series-experience.71893/page-3#post-1261487
Posting lighting LOD artifacts until I get a straight answer why they haven't been fixed: day 2 It would seem as though you are using a cube to calculate lighting LOD, and that the cube rotates with the sun. You should be using a sphere or cylinder, or not rotating the cube.
The game crashes on vehicle spawn have been A LOT more frequent since 0.21. (Not like super frequent still, but you can spawn like the 20th car, of course with removing previous ones, and it crashes.) Tested with ONLY my JATO and ram plow mod in game and nothing in Vehicles folder. I seriously doubt the mod is causing this so must be a game problem. Also a lot of the time I open the console the game crashes too, tested even wituout any mods. It also seems that if it has more errors it's more likely to crash.
What are those "top specs"? My 6 year old PC doesn't seem to experience that issue. Do you maybe have any useful details on when, where, etc?
Generally with more than one car, or in certain areas of Italy (the towns in particular) or other more intensive maps, the eSBR will cause framerate stuttering - but only when the eSBR gauge cluster is selected. The Cherrier does not do this. Ryzen 9 3900X, GTX 1080TI, 16 GB RAM, the works. Probably has to do with the amount of JavaScript in the gauge cluster. If it helps, I have 512 px, update rate 3, 250 meter, detail 0.5 dynamic reflections enabled.
... Please understand that we need to keep track of several discussion from several users coming from several different channels. We may unwillingly loose track of those discussions, especially if they are split between multiple posts among the many others. You can help us by keeping reports as condensed/packed as possible, easier for us to follow them. Or even in separate dedicated thread, especially if it's a topic that needs discussion.
No. Also I think we should have some kind of reactions from devs for our replies to understanding of your point of view at less IN THIS topic. That issue was explained IN THIS topic.
Hi! My game makes a glicht when moving the camera around , (0:18 is visible) My specs: Intel core i3-7100 16BG Ram Intel HD 630 ------------------------ The problem fix changing the lighting to Low instead of Lowest (thx to Confused_Deer43 for help me) This didn't happen in the 0.20 ofc