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0.32 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Apr 16, 2024.

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  1. P2FX

    P2FX
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    Sep 19, 2021
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    64
    Is anyone else's Miramar not driving straight? Spawn any vanilla non-racing config, drive it around do a few turns then it will start to pull to one side.
     
    • Agree Agree x 1
  2. Ibi5hu

    Ibi5hu
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    mine
    also mods are affected too
     
  3. MoonEstaphire

    MoonEstaphire
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    Aug 14, 2024
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    I found another old mistake, I thought that she would be noticed without me, but therefore, for some reason, in Hirochi Sunburst when I turn on the turn signal, green arrows further than they should be on the dashboard.
     

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  4. Koichiro Iketani

    Koichiro Iketani
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    914
    You just ruined the Sunburst for me, i'll see them every time now
     
  5. ISO_Master

    ISO_Master
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    May 19, 2024
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    Until it sometime gets remastered :)
     
  6. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
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    Thanks for spotting this, will be fixed for next update
     
    • Like Like x 4
  7. beamn driver

    beamn driver
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    Aug 22, 2021
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    delete
    --- Post updated ---
    I also noticed that in all cars except the ibishu bx series, the image quality in the left and center mirrors is much worse than in the right. Especially the gavril d series and soliad lonsdale.This can be seen by the quality of the car that is in the back as well as the quality of the road, pillars, buildings.The image in the right mirror is clearer.
    --- Post updated ---
    perhaps the difference is not particularly visible in the photo, but in the game it is very noticeable
     

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    #847 beamn driver, Aug 15, 2024
    Last edited: Aug 15, 2024
    • Agree Agree x 1
  8. Sininu

    Sininu
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    That mirror issue has been reported by multiple people since the update came out, but devs still haven’t commented on it.
    Maybe they’ve just moved it to the next update. Or they’re gonna ignore it and leave it as is.
     
  9. wlkmanist

    wlkmanist
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    Apr 19, 2023
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    BeamNG devs are the best devs as I know. Just give them a time. But I have the same feeling as you, at least because of BX-Series...
     
  10. DerNiloy

    DerNiloy
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    Aug 23, 2022
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    I am pretty sure they see every singe message on this Forum. They are gonna see it and go check and/or consider it to fix/review it. Just give them a little bit of time and then we’ll see what happens :D
     
  11. r3eckon

    r3eckon
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    Jun 15, 2013
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    Not sure if this has been reported already but the gatedRoad parameter doesn't work properly. Tested on safe mode, latest version of the game. Traffic isn't supposed to spawn or drive on gated roads but it still does. One example is the race track on west coast:

    upload_2024-8-18_22-52-47.png

    I looked into it a bit and I believe the problem is caused by the autoJunction parameter. Turning it off seems to prevent traffic from spawning on gated roads in certain situations. However after turning it off for all gated roads in this area of the map, seems like traffic had no choice but to spawn on a gated road anyway except this time they won't go anywhere, they just spawned and stood still.

    upload_2024-8-19_0-19-8.png

    I think traffic behavior was recently updated (maybe when 0.32 released) and I know this parameter worked properly in previous versions of the game because I was using it to do drag races on the italy airport runway while traffic was active and it prevented traffic from driving or spawning on the runway. I also never had traffic spawn on the west coast dragstrip.

    A potential fix that doesn't involve manually changing every gated road to disable autoJunction could be to change lua/ge/map.lua a bit to disable that behavior for gated roads. Something like this:

    upload_2024-8-19_0-32-51.png

    For non decal roads like the dragstrip the code assumes autoJunction is true unless false is specified in the map.json file for the level so in this case it's simpler to just set it to false.

    But I'm guessing this breaks the auto junction pathing for gated roads. So a real fix would probably involve adding logic that prevents vehicles part of the traffic pool from using gated roads in pathfinding even with autoJunction turned on.
     
    • Like Like x 2
  12. brunifdez

    brunifdez
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    Nov 8, 2023
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    I believe, as this was stated by James in the Career Mode thread, that a new system is coming in 0.33 that will divide vehicles based on their weight and assign or block a specific type of road to those vehicles. For instance, regular cars in the Spearleaf Logistics won't be able to drive inside and only bigger truck or vans will be able to use that path. This will also apply to the route system, so if you're driving a big semi it won't assign you a regional or city route but take you to the highway.
    Here's James' post for a much better explanation than mine:
     
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  13. Stefan190506

    Stefan190506
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    Jan 23, 2022
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    680
    upload_2024-8-21_18-8-0.png
    Game on second try game show me that I have archive all requirements , no matter how bad I done it.
     
    • Agree Agree x 1
  14. beamn driver

    beamn driver
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    Joined:
    Aug 22, 2021
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    534
    In the soliad lonsdale cargo version, you cannot load cargo, such as a sofa, refrigerator and boards
     
  15. r3eckon

    r3eckon
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    Some extra information I've found about the gated road bug, seems like line 492 in lua/ge/extensions/gameplay/traffic.lua could be to blame for teleporting traffic on gated roads.
    Code:
    spawnData = findSpawnPoint(outerPos, outerDir, 0, 500, {ignoreRoadCheck = true, maxRaycastDist = 0}) -- validates the spawn point
    This is the forceTeleport function. Because ignoreRoadCheck is set to true traffic is allowed to spawn on gated roads if the initial attempt at finding a spawn point doesn't return any spawnData. This would make sense the function was only used in a debug intent forced teleport however the function is used in a lot of regular functions like scatterTraffic and processNextSpawn.

    To see if that was to blame I switched it to false and added code to print a message in console whenever traffic would previously have been allowed to teleport on a gated road. Traffic is still allowed to initially spawn on a gated road (seems like that initial spawning is done through a different script) but after moving to a different location and coming back I started seeing the console message pop up quite a bit and vehicles only seemed to spawn on public roads.

    I'm sure that's not the whole story because one truck still managed to teleport on a gated road, maybe has to do with autoJunction which I turned back on for roads in this area to see the effect of this fix. But overall it appears to prevent most traffic from getting teleported on gated roads. So this is definitely not a perfect fix as is but hopefully it points in the right direction.
     
    • Like Like x 1
  16. KenKen911

    KenKen911
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    Nov 9, 2017
    Messages:
    232
    You look like you're ready to be kidnapped by the team.

    By the way, are the developers aware of the problems with the gas station and tuning shop on the west coast map?
     
    • Like Like x 1
  17. r3eckon

    r3eckon
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    Jun 15, 2013
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    If you're using my mod and seeing floating objects it's because of outdated level files, if that's not what you're talking about then I'm not sure.
     
  18. Koichiro Iketani

    Koichiro Iketani
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    Are you talking about the floating gas station? That bug was fixed already
     
  19. Pr9tkin

    Pr9tkin
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    Jan 28, 2022
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    On these stretches of road, the asphalt thinks it is a gravel road!
     

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    #859 Pr9tkin, Aug 23, 2024
    Last edited: Aug 23, 2024
    • Like Like x 1
  20. KenKen911

    KenKen911
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    Nov 9, 2017
    Messages:
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    Oh, thank you... reinstalling fixed it.
     
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