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0.28 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Apr 4, 2023.

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  1. Jackets64

    Jackets64
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    Joined:
    Nov 26, 2017
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    1,908
    Have you cleared your cache since disabling all your mods? Easiest way to test whether something is mod related or not is to use Safe Mode.
     
  2. MAX_D

    MAX_D
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    Joined:
    Oct 5, 2022
    Messages:
    5
    Добрый день. Кто подскажет, ведуться в таком направлении разработки или это не возможно?
    1. Из под колес грун и камни вылетали, что бы не статические были.
    2. Грязь и следы то же взаимодействовали с колесами, следы оставались, закаповались колеса.
    3. Кто то придумал и реализовал соревнования, по определенным условиям,классам и подготовке автомобиля для прохождения маршрута.
     
  3. Marky1

    Marky1
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    Joined:
    Mar 26, 2023
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    254
    Translate: (Using Google Translate)
    Good afternoon. Who will tell you whether to be carried out in this direction of development or it is not possible? 1. From under the wheels, gruns and stones flew out, so that they would not be static. 2. Dirt and traces also interacted with the wheels, traces remained, wheels were buried. 3. Someone invented and implemented competitions, according to certain conditions, classes and preparation of the car for the passage of the route
     
  4. ARES IV

    ARES IV
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    Joined:
    May 6, 2019
    Messages:
    639
    Feature Request:

    Make bus stops support longer vehicles like bendy busses offered by some mods: The possibly easiest way to achieve this in the appearantly manually placed and length defined bus stops would be to ignore the aft of the vehicle. Just check if the front of the vehicle is where it is supposed to be and ignore any overhanging aft part.

    This could be an additional setting or implemented into the "strict stops" setting.


    Right now bus stops require that the bus vehicle is between two lines. Buses which are longer than that as such cannot be used in bus mode as they are unable to fit inside many stops.

    If the game was to ignore the aft line, those vehicles could be used in bus mode normally.


    Thank you for consideration. :)
     
    • Agree Agree x 2
  5. O1LER

    O1LER
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    Dec 16, 2021
    Messages:
    18
    Duplicate JSON object key

    In racetruck_roof.jbeam

    Lines 33+34 are the exact same as lines 35+36, so only one pair is needed

    Or its a bug and the second pair should define some other glowMap

    Code:
    "glowMap":{
            "off_road_lights_orange_aux1":{"simpleFunction":{"ignitionLevel":2}, "off":"off_road_lights", "on":"off_road_lights_on", "on_intense":"off_road_lights_on_intense"},
            "off_road_lights_glass_orange_aux1":{"simpleFunction":{"ignitionLevel":2}, "off":"off_road_lights_glass", "on":"off_road_lights_glass_on_amber", "on_intense":"off_road_lights_glass_on_intense_amber"},
            "off_road_lights_orange_aux1":{"simpleFunction":{"ignitionLevel":2}, "off":"off_road_lights", "on":"off_road_lights_on", "on_intense":"off_road_lights_on_intense"},
            "off_road_lights_glass_orange_aux1":{"simpleFunction":{"ignitionLevel":2}, "off":"off_road_lights_glass", "on":"off_road_lights_glass_on_amber", "on_intense":"off_road_lights_glass_on_intense_amber"},
            "off_road_lights_taillight":{"simpleFunction":{"brake":1}, "off":"off_road_lights", "on":"off_road_lights_on", "on_intense":"off_road_lights_on_intense"},
            "off_road_lights_glass_taillight":{"simpleFunction":{"brake":1}, "off":"off_road_lights_glass", "on":"off_road_lights_glass_on", "on_intense":"off_road_lights_glass_on_intense"},
        },
     
    • Like Like x 1
    • Agree Agree x 1
  6. bussin.buses

    bussin.buses
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    5,004
    Well, I mean that they should made a new texture for it, which would be the old texture, but also keep the new one
    --- Post updated ---
    2. It’s because, in BeamNG lore, the current vehicles on the FCV platform will be replaced in 2024
    --- Post updated ---
    What
     
  7. beamn driver

    beamn driver
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    Aug 22, 2021
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    508
    I have the same thing + many people have already unsubscribed about this bug, I don't think safe mode will help fix it
     
  8. NeX_25

    NeX_25
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    Jan 18, 2014
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    184
    I get massive fps drops in forest area in west cost usa. From 40-50 fps to low 20s
     
  9. Ibi5hu

    Ibi5hu
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    Mar 5, 2023
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    2,015
    Oh phew
    I thought it was just me
    Does anybody know a mod that is conflicting with the pessima?
     
  10. beamn driver

    beamn driver
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    Joined:
    Aug 22, 2021
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    508
    the speedometer needle in etk 800 and k series cars with the ttsport dashboard does not fully descend . the rennspench dashboard is the same.
    --- Post updated ---
    and also at high speeds the etk 800 and k speedometer lies a little bit this concerns the speedometer which is in mph
     

    Attached Files:

    • 47.png
  11. McBeamer94

    McBeamer94
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    Jan 4, 2019
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    2,558
    The facelifted tailgate of the Roamer doesn't want to close once you open it. It gets down halfway through and then it bounces back up for some reason.
    Plus, in the non-facelifted tailgate, the rear windshield crumbles very weirdly on its upper corners when the Roamer gets crashed.
     
    #611 McBeamer94, Apr 26, 2023
    Last edited: Apr 29, 2023
    • Agree Agree x 1
  12. Obnoxious

    Obnoxious
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    Sep 14, 2022
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    665
    There seem to be much more bugs in 0.28 than 0.27 and 0.26 combined
    Like I've said in an earlier post, this update was definitely rushed
     
    • Agree Agree x 3
  13. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,350
    This could be somewhat intentional as on some cars irl the speedometer reads higher speed than you are actually driving. But it makes no sense on this car because the digital speedometer shows the correct speed at the same time lol
     
  14. MrConu2

    MrConu2
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    Joined:
    Dec 31, 2021
    Messages:
    57
    I love the update, and I have an idea for the next update make a function with a hybrid like you did with electric vehicles.
     
  15. DontKnowWhy186

    DontKnowWhy186
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    Aug 2, 2022
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    Thing is though, the gauge needle is not on 0 when stopped and that is not realistic at all. The Jag my family owns is directly at 0 when you're not moving.
     
  16. McBeamer94

    McBeamer94
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    It makes sense this way then. :)
     
  17. Doge_guy

    Doge_guy
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    Jul 13, 2021
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    198
    In 'Controls' menu, after editing or adding or deleting keybinding, This menu doesn't close as it should be but remains open; Picture taken through Safe mode
    Screenshot2023-04-27200107.jpg
     
  18. KillerBee 2

    KillerBee 2
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    May 21, 2021
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    84
    I just noticed some that are possibly broken. I make tons of AI races just for myself to play around with and when I went to create a new race I ran into this issue. When you create a race there has always been a spot for you to input the car the player is to drive and if they have the option to use said car. Well, that is gone but in the .json file the code is still there so any AI race that I created for the player car is still there. However, if you open that race file in the editor it shows all kinds of errors. Basically, I can't create AI races anymore. Did the procedure to create the race change? I tried inputting the missing code onto a new race and it didn't work. I also noticed the "prefab races" that are listed as available in the documentation are not there anymore. Almost like they eliminated it.

    I hope someone has some good input.
     
  19. Covalence

    Covalence
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    Joined:
    Jul 3, 2021
    Messages:
    185
    The Bank Robbery scenario is broken (probably from the ETK 800 remaster), they immediately crash into a pole and you just stop behind them to win
     
    • Agree Agree x 2
  20. KillerBee 2

    KillerBee 2
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    It seems like its anything that is an AI scenario.
     
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