1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

0.33 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Sep 17, 2024.

Thread Status:
Not open for further replies.
  1. a plane guy

    a plane guy
    Expand Collapse

    Joined:
    Mar 14, 2021
    Messages:
    4,324
    Website home page is displaying the old showreel
    IMG_2491.jpeg
     
    • Agree Agree x 2
  2. JlnPrssnr

    JlnPrssnr
    Expand Collapse

    Joined:
    Jun 15, 2016
    Messages:
    433
    Disable stereo headphone mode in the audio settings
     
  3. Man_in_Black

    Man_in_Black
    Expand Collapse

    Joined:
    Nov 24, 2024
    Messages:
    70
    I think that if a school bus gets added to the MD-series, The older version of it would look much better, especially in the front, but anything would really look nice. Also, I can't wait for halogen lights! I already knew it would be added in 0.34 before it as teased, because I know that the devs wouldn't add a 1930s car with signals that look like LEDs.
     
  4. kaorunakayamap

    kaorunakayamap
    Expand Collapse

    Joined:
    Aug 5, 2024
    Messages:
    45
    I'm Japanese, so I'd be happy if Japanese police cars (with Japanese light bars), ambulances, Japanese cars, and maps were added.
    By the way, Japanese police cars and ambulances look like this.

    Vehicles I want to see Japanese skins added
    H-Series
    Police
    Ambulance
    Delivery truck
    SBR4
    Patrol car
    Pessima
    Patrol car
    Red Cross
    Sunburst
    Patrol car
    Red Cross
    Trailer
    Transportation company
    Delivery company
    T-Series
    Delivery company
    Transportation company
    Parts and configurations that existed in the 0.3 era

    Vehicles that I would like the wheels in this photo to be restored
    Grand Mashal
    Covet
    H-Series
    D-Series
    I would like this configuration restored as well
     
    #524 kaorunakayamap, Nov 29, 2024
    Last edited: Dec 2, 2024
  5. shanie

    shanie
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    51
    Hi, after the 0.33 update, it appears the base variants of certain modded vehicles became unspawnable for some reason (shows broken)

    To work around this, developers are adding those vehicles to the simple_traffic group (renaming the directory), which appears to make them spawnable (by the player) again.

    As a result, those vehicles appear in AI traffic even when "Allow mods to spawn" is disabled under the AI Traffic settings.

    This is obviously not ideal, as there are many reasons one might not want mods to spawn, for example performance & lore immersion.

    This has happened with two mods so far: Gavril Vertex NA2 & Ford Crown Victoria.

    It would be great if this can be looked into, either by identifying the original breaking change and maybe making it more obvious how to fix it, or by reworking the "Allow mods to spawn" function.

    Regardless, thanks for the update!
     
    #525 shanie, Dec 3, 2024
    Last edited: Dec 3, 2024
  6. cossi3

    cossi3
    Expand Collapse

    Joined:
    Aug 23, 2022
    Messages:
    3
    Have devs acknowledged not working locking differentials on T-Series?
     
  7. shanie

    shanie
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    51
    Here's an easy way you could improve the long loading times of the map & vehicle selection screens, when many mods are installed.

    I noticed that many mods have straight up full 1080p and even 4k images for the previews. Surely this can't help.

    Maybe something like the texture cooker could be incorporated here, automatically caching a 720p-resized copy in the user folder, and using that instead.

    That would result in one long load on game startup, then many short loads in the menus instead.

    Let me know your thoughts!
     
  8. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,352
    This should probably be the responsibility of the modders to make optimized thumbnails
     
    • Agree Agree x 5
    • Like Like x 1
  9. shanie

    shanie
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    51
    I understand, but with all due respect, that's not really how things work when it comes to programs with user-provided content...

    Let me give you a perfect example: Train Simulator Classic. Huge array of freeware & payware created over a decade. Relatively minor changes to the core game engine over that period.

    Remember, this is content created over a decade. Thousands of content addons. Most of which were created then abandoned almost immediately, with the developers pursuing new endeavours.

    Just last year, they decided to make a new beta to solve the various lag & instability issues featured across much of its content.

    They identified that the fault lied in the mods / user assets, i.e, how content was made by the developers. Specifically, a few certain variables were misused.

    So, almost a decade after most of this content was made, they decided to make the engine "strict", and refuse to load content which had this flaw. This would force developers to fix their content.

    Now, how many of those developers of almost decade old, mostly never updated content do you think magically came back & applied this change?

    That's right, none. The final result? Most user content was unloadable. Making the game engine essentially useless.

    After much feedback stating the obvious, they changed their approach, instead making the engine identify these misuses, and applying corrections on the fly. Solving the issue for all past, present & future content immediately.

    a.k.a... accounting for an edge case. Something any developer writing a polished program (BeamNG) would ideally do.

    The same attitude applies here. You can't rely on the developer to make the correct choice.

    Sure, a feature like this might not be such high priority. But, imo, that reasoning cannot be used to dismiss the proposal entirely. Doing that guarantees you'll never see any improvement in the user experience.

    No - I'm not saying you need to account for every possible mistake the developer could make. But if user content has the ability to affect a program's core stability (i.e, crashes, UI lag), then imo that is a weakness in the program itself, that the developers should aim to solve / make impossible.

    I'm also not suggesting you should restrict BeamNG's lovely powerful modding system just to ensure the game's UX is always perfect (example: ETS2)... hence why I've proposed a solution that doesn't restrict what mods can do.
     
    #529 shanie, Dec 5, 2024
    Last edited: Dec 5, 2024
    • Like Like x 1
  10. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,352
    Yeah I totally agree with these points, but I think making the UI run good in vanilla game should be a priority instead of this, when we manage to make it fast without mods we can start worrying about that. If we started working on this now, and then did some deeper UI changes, it could break and it would be wasted work. At least that's how I see it having no clue how the UI works really, it's not my expertise
     
    • Agree Agree x 4
    • Like Like x 1
  11. Anthu

    Anthu
    Expand Collapse

    Joined:
    Nov 18, 2024
    Messages:
    58
    Making a wheel many times over most certainly would be wasted effort.

    One thing I have noticed when comparing 0.32 version of the game to 0.33 is that framerate tends to be chaotically unstable with 0.33, with vsync on, I might get something between 23 to 230 frames per second.
    Setting frame limiter to slightly higher number of monitor refresh rate stabilizes the framerate somewhat.

    This issue causes stuttering as frames drop below monitor refresh rate, which can be cured by setting frame limiter to slightly higher than refresh rate.

    With 0.32 framerate is much more consistent.

    Also some more complex mod maps (Transafg... however that is spelled out) fail to load, loading screen sits there forever and map simply refuses to load, but in 0.32 loading works fine.

    However let's see if 0.34 changes these issues to direction or another, it is bit late to report 0.33 issues as of now.
     
  12. Poirot

    Poirot
    Expand Collapse

    Joined:
    May 30, 2023
    Messages:
    316
    There looks to be some weird sort of shading going on with this Simple Parked Bruckell LeGran.
     

    Attached Files:

    • screenshot_2024-12-06_17-02-46.png
  13. beamn driver

    beamn driver
    Expand Collapse

    Joined:
    Aug 22, 2021
    Messages:
    508
    As you can see, the cherrier fcv has damage problems. Their quality is just terrible. I have not noticed this in other cars
    --- Post updated ---
    also in the game, to enter the turn , you need to turn the steering wheel by about 180 degrees. But in all modern cars, it's enough to turn it a little bit.. For modern cars, to enter the middle turn, you need to make a mix of the steering angle, and for the old ones, leave it as it is
     

    Attached Files:

    • 91.png
    • 91.png
  14. kaorunakayamap

    kaorunakayamap
    Expand Collapse

    Joined:
    Aug 5, 2024
    Messages:
    45
    Strange behavior when moving away from the spawn point (UI appears automatically or returns to home position even though ESC key is not pressed)
     
  15. Leeloo

    Leeloo
    Expand Collapse
    The Little Engine That Could
    BeamNG Team

    Joined:
    Feb 19, 2020
    Messages:
    516
    • Like Like x 4
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice