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0.34 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Dec 9, 2024.

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  1. Takumi86

    Takumi86
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    Joined:
    Mar 14, 2021
    Messages:
    2
    Missions on map (time trials) is broken. From main menu missions launch and works.
    Mods does not affect to this.
    p.s Map does not affect to this too, this problem on all maps, which has time trials.
     

    Attached Files:

    • shot_20241222_135418.jpg
    #321 Takumi86, Dec 22, 2024
    Last edited: Dec 22, 2024
    • Agree Agree x 1
  2. ZackGM

    ZackGM
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    Joined:
    Apr 9, 2017
    Messages:
    153
    Have you guys notice that they also added gradual gauges needles? pretty cool detail that i asked for some time lol
     

    Attached Files:

    • Agree Agree x 1
  3. krayziepunk

    krayziepunk
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    Joined:
    Jun 21, 2015
    Messages:
    190
    I love the bracket racing addition, but I would love to see it work like real bracket racing, where the cars go at separate times that reflect their dial in time. True bracket racing is being the first to the finish line while also NOT going faster than your dial in time.
     
  4. Loser2817

    Loser2817
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    Joined:
    Oct 27, 2023
    Messages:
    700
    Hold up, you're telling me you have to finish the race first, but not before your timer runs out?

    ...

    ... I'm having a headache trying to make sense of this.
     
  5. The Stig Is A Spy

    The Stig Is A Spy
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    Joined:
    Apr 11, 2018
    Messages:
    201
    Reading the Wikipedia page, the way it works is each racer "dials in" a target time, and the difference between the two times determines the slower car's headstart. The target time is not meant to be beaten; doing so generally results in disqualification.
     
  6. catchow1977

    catchow1977
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    Joined:
    Jun 2, 2022
    Messages:
    1,667
    i have been thinking this would be a good addition to the game for a bit now and i am going to share it in the hopes someone also thinks so and it could be added

    a check box in the repo page for the game to not load the configs for that mod in the vehicle selector
    there are a couple mods i like but they add so many configs that it clogs up the config selector with stuff i will never use
     
  7. Loser2817

    Loser2817
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    Joined:
    Oct 27, 2023
    Messages:
    700
    The racing industry is weird AF.

    ...

    [sees this user's signature]

    Ah, a fellow TV Tropes enjoyer.
     
  8. krayziepunk

    krayziepunk
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    Joined:
    Jun 21, 2015
    Messages:
    190
    Yes, it is a bit more complicated sounding, but in practice is pretty simple.

    Car 1 Dial In: 15 seconds
    Car 2 Dial in: 10 seconds

    The countdown lights start 5 second earlier for car 1, which would allow both cars to reach the finish at the same time. You want to win the race, while getting the best reaction time and crossing the line as close to the dial in as possible. Breaking out (going faster than dial in) is an automatic loss because it prevents someone from putting a slower dial in for an advantage. This system allows two very different cars to fairly compete in a drag race.

    I believe Beam.NG is not only a great platform for drag racing, but especially bracket racing. With all the different setup combinations and mods, thousands of different configurations of cars could race against each other.

    Video that helps explain:
     
    • Agree Agree x 2
  9. SimoneM4

    SimoneM4
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    Joined:
    Jul 9, 2023
    Messages:
    3
    When using a solid front axle with 15x9s on 6-lug hubs or 17x9s on 8-lug hubs, the steering linkage breaks on its own. Both the Roamer and the D series have this problem. The other wheels seem to work fine. Tested in safe mode.
    screenshot_2024-12-23_21-27-31.png
     
  10. McBeamer94

    McBeamer94
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    Joined:
    Jan 4, 2019
    Messages:
    2,558
    Yep, just noticed it!! So cool!! :)
     
    • Like Like x 1
  11. Besquef

    Besquef
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    Joined:
    Aug 12, 2020
    Messages:
    68
    Meow
     

    Attached Files:

    • 284160_2.jpg
  12. Sprine

    Sprine
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    Joined:
    May 21, 2024
    Messages:
    13
    Even with all the troubleshooting and trying in safe mode: the Utah mission "Delivery Destruction" (Cannon vs big rig) glitches and the truck never gets going, marking you as successful. Anyone else?
     
  13. brunifdez

    brunifdez
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    Joined:
    Nov 8, 2023
    Messages:
    174
    Anybody else experiencing being unable to exit the World Editor no matter what you do? I've had this issue since 0.33 and the only way to fix this is by restarting LUA with Ctrl+L
     
  14. Dr. Gread

    Dr. Gread
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    Joined:
    Oct 1, 2022
    Messages:
    110
    Hey guys
    Found a weird col mesh at the new dirt track next to WCUSA's race track. The issue is at the metal barriers allowing us to go onto the dirt track from the race track:
    upload_2024-12-25_19-59-20.png
    Cheers
     
  15. random_troll

    random_troll
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    Joined:
    Aug 5, 2013
    Messages:
    29
    Is it just me or does the AI seem less capable now than it ever has? I am not sure what exactly the issue is (the pathing and AI in general for this game has always been bad but it seems to get worse with every update) but I keep having to deal with AI cars regularly crashing into each other even when I only have 4-5 AI vehicles spawned at a time. It seems especially bad whenever the AI "flees". It will regularly choose to drive into on coming traffic and crash immediately after fleeing even if the correct lane is entirely free of cars and this usually happens within 30 seconds or less of the AI fleeing. Or it will just ram into the back of traffic in the correct lane. Almost as if the fleeing AI has the goal of crashing into other cars sometimes as it will usually accelerate into these crashes rather than making any effort to avoid them. The fleeing AI also seems to never flee at speeds more than 10 mph over the speed limit after the last update which makes chases very boring for the 20 seconds that they usually last. Also I am not personally a fan of the new auto siren system that seems to happen whenever an AI vehicle flees the player in a police vehicle and there does not seem to be a way to turn this feature off. And I sometimes will run into a bug where if the AI is "stopped" then "started" the game will double the number of AI vehicles that are spawned which then requires the AI to be deleted and respawned to get back to the proper number of AI vehicles that should be spawned according to the settings. Idk... There is a lot that this game does well but dealing with the AI is starting to get frustrating personally and is making the game less fun for me especially because it almost seems to get worse with every update. Hopefully this is something that can be fixed soon.
     
    #335 random_troll, Dec 26, 2024
    Last edited: Dec 26, 2024
    • Agree Agree x 7
  16. Cookiehead

    Cookiehead
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    Joined:
    Mar 20, 2023
    Messages:
    288
  17. black_killer_amogus

    black_killer_amogus
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    Joined:
    Dec 19, 2024
    Messages:
    3
    будут ли исправления, которые помогут игре, которой 9 лет, работать на 16 гигабайтах ОЗУ? Я получаю свои 75 кадров в секунду с полным абсолютным модом на картофель и томат
     
  18. Dr. Gread

    Dr. Gread
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    Joined:
    Oct 1, 2022
    Messages:
    110
    Working fine for me
     
  19. Kluger

    Kluger
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    Joined:
    May 30, 2023
    Messages:
    3
    A part of the exhaust for the T-series cabover sleeper cab is missing. The aero sleeper is correct, I included photos for reference.
     

    Attached Files:

    • 20241228223447_1.jpg
    • 20241228223516_1.jpg
  20. r3eckon

    r3eckon
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    Joined:
    Jun 15, 2013
    Messages:
    592
    Here's a temporary fix, open up the file lua/ge/extensions/editor/api/object.lua scroll down to line 1138 and replace this block of code:
    Code:
      if obj and name then
        obj:setName(Sim.getUniqueName(name))
      end
    with this:
    Code:
      if obj and objname then
            local name,id = string.match(objname, "([^%d]+)([%d]+)")
            name = string.gsub(objname, id, "")
            id = tonumber(id)
            obj:setName(name .. (id + 1))
      end
    It's not perfect as it'll break in some edge cases like if you have the same number that's at the end of the name somewhere else, it'll remove them. Also you need to keep copy the newly created object to get increasing numbers, if you just keep pasting the first object it doesn't work. Still works fine for me so I thought I might as well share the code.

    Unfortunately Sim.getUniqueName is probably a function that's hidden in a DLL as I can't find it in a lua file otherwise I would have just grabbed code from 0.33 which was working perfectly afaik, not sure why this was changed. So use this at your own risk because it doesn't do any check to see if the name is truly unique, it just finds numbers at the end of a name and does +1 to that number for the new object name.
     
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