i really don't think its a bug, because like i said; there are IRL vehicles that use one dashboard light no matter which indicator is on. and according to gemini (horrible source, i know) the one on the right would realistically be used for trailers. but at this point lets just wait for a dev to explain this whole situation
Updated to 26.10, works now, Thank you so much!!!!!!!!!!! Kinda facing this now, plus my cursor is stuck wherever it last was (but i still can work the menu, buttons still light up) and wont disappear.
Broski, the devs are well aware that updates (especially in new version releases) can cause bugs, and mod problems, and I'm certain they are working on bug fixes. This was a similar situation to 0.39 untill they released hot fixes to solve some problems. More then likely the devs with get the majority of problems solved, and mabye get some mods working again in the process.
I want to share my feedback about the Percheron, I occasionally drive an Actros Mp3, which kind of falls into the same era, so I think the two are good to compare. First of all, for an initial release I think the devs nailed it with styling, small details and overall accuracy. I think it still has a lot more potential with different upfits, but maybe more is to come. Also, please, if I have overlooked something or made a mistake in some way or another, let me know, I've only been playing for one evening. Things that I noticed in no particular order: - the air compressor is way too audible in the interior. It almost sounds like an exhaust brake, which brings me to point nr.2 - every truck I've ever driven had an exhaust brake, some had retarders as extra but since an additional braking system to the air brakes is mandatory pretty much every truck comes standard with an exhaust brake. Some have only one stage, some are adjustable up to 4 stages. The Percheron doesnt appear to have one. - when using the retarder, the brake lights are supposed to come on. Also, the retarder is coupled to the drive shaft, however somehow it interrupts "retarding" whenever a gear is changed, it should be able to continuously operate, thats why it is coupled to the driveshaft - the transmission selection. The manual transmission is fine as it is, the torque converter automatic is highly unusual to have in a truck this size, I've only ever seen them in city hoppers up to like 18 tons but never in a tractor unit for long distances. The transmission logic also needs some work, but that goes for all beamng automatic transmissions imo. Especially at lower speeds it hunts gears like crazy, locking and unlocking the converter with it. What needs to be added in my opinion is a automated manual transmission like the 12 speed in my Actros. It also isnt the smartest transmission in the world, sometimes wanting to start in 5th and then acting surprised when it almost stalls, but there are some things that maybe could be learned from when improving the transmission logic. It uses airbag pressure as an indication of the trucks weight and measues incline as well as if a trailer is attached or not. It adjusts its behavior depending on those factors, maybe its a tad much to implement but I'm just saying... - speaking of air bags, I was a little bit disappointed to see the ride height switches not working in the cab, as they are a very essential feature. This kind of truck, regardless of being loaded or not, always rides at the same, level ride height. The Percheron does seem to adjust airbag pressure a tiny bit but it needs to be way more aggressive than that, it goes way too slowly. Also, the switches in the cab should allow for the suspension to be lowered and raised as desired, defaulting to normal ride height when all is set back to normal. This is a pretty core feature as it allows you to hook up trailers that have their tounge/king pin at the wrong height to your truck. Swap body trucks entirely rely on this feature to reverse underneath their containers and then lifting them up with the air suspension in order to be able to retract the legs of said containers. Please consider adding these features - there seems to be some kind of instability with the flatbed trailer, when selecting the double container option and setting the container weight to >30t (I'm aware that this is severely overloaded) the rear axles of the trailer will start to jitter whenever the parking brake is set or the brakes are applied at standstill. - I cant see anything meaningful in either the blind spot mirror or the side mirror that is supposed to show your front wheel. The alignment seems to be incorrect as the blind spot mirror appears to be showing something on the drivers side of the truck, which is physically impossible - lack of lift axles in general, they are usually pretty common, especially on chassis trucks. The one rear steering axle we have ingame could also be a lift axle or a steering lift axle Please dont see this as nitpicking but just take it as an opinion from a guy that wants the best for the game
0.40 made me question whether the retarder turning the brake lights on was simply a thing that happens in ETS2, or an actual IRL feature that BeamNG devs missed. i really should consider actually getting some experience with real trucks
Sorry if it’s been asked in here already but when i start a time trial why cant i pick my own choice vehicle? Just spawns in the D series. Only way I’ve found to do it is go to the main menu, select free roam, get all the way to the car select. Pick one so the little picture down the bottom changes. Then back out all the way and find the time trial agajn and now i spawn in the car I chose in free roam. Surely thats not the expected way to do it?
I dunno why but i think i have problems with the water reflections. I already did - Cleared Cache idk what exists more to try and fix it...
Y’all’s behavior on this thread seriously makes people on YouTube Shorts comment sections look like normal, functioning humans. Anyways, I have stumbled upon some bugs: It took longer for the Gridmap to load compared to 0.39. According to MuYe's video, the time it took for maps to load was supposed to be shorter than how long it took in 0.39, but for me that was not the case. When I (accidentally) clicked on the tutorial start button, the game froze and I had to shut down my computer just so it could close. My older mods (specifically, ones that contain liveries) are not working quite right. The liveries do show up, but there is some transparency issue with the livery, causing some parts of the vehicle to appear behind the livery. (If what I just said was even remotely coherent) Another thing I’d like to point out is that I don’t think the menu theme change was necessary. It was fine as is. Also, I don’t have a lot of experience with 0.40 at all, so if I got something wrong then please correct me. --- Post updated --- Oh yeah, I forgot to mention that I hate how I can’t find the replay HUD app anymore. I don’t know if the developers just straight up removed it or if it’s just a bug.
There really should be a setting to permanently disable dummies. You should not have to remove it from the config menu every time you spawn or tab to a car. The control lock on cars without a dummy driver also needs to be removed. Almost every modded car in the game is broken due to this change. Additionally, all cars in this update gained 20-50kg over 0.39 without dummies sitting in them. Many of the cars in-game were already overweight compared to their real life counterparts because they were likely built with driver weight already included in the total mass. I understand this was necessary to accommodate the driver dummies but why are we compromising this severely for a game which used to be focused on realism? I mean all factory configs which used to be lightweight just feel terrible now
“This update sucks because all the content sucks and I want something else” ahh statement. And you should maybe re-check the statement you made about the split-screen and the Cherrier Percheron…
I really believe that the weight changes for the vehicles should be revised. From my understanding the added weight depends on the how many seats the vehicle has, with some vehicles have less added weight and others having way more added weight just because they have more seats in them. I believe this is an important thing to look over because it single-handedly made every racing server have to delay their events in order to reformat the entire regulation and limitations, and it didn't help that the weight change was different across vehicles so that only added an extra layer of complexity to fix and reformulate. Also an option to disable dummies by default without having to constantly remove them manually when spawning a vehicle or tabbing to another.
Thanks for the feedback @Killerkrebs much appreciated! Had no idea, but makes sense. Do you happen to have any source for that other than your own experience? Not doubting what you said at all, but if it exists it's always nicer to see regulatory papers on the matter or stuff like that. We like to have the bigger picture before deciding these things (in this case for example if this would be forcefully true for all retarders or an option in jbeam or based on actual deceleration like with EVs, etc) This is probably a leftover from the exhaust brake control which the retarder stuff is loosely based on, I'll look into it. I am working on an automated manual gearbox version that supports combined gearbox elements to control these, but unfortunately I wasn't happy with it when we had to ultimately stabilize this update. I'll continue working on it and hopefully we can get it working nicely (this stuff is surprisingly difficult...) Kinda the same as above, not happy with what we have on the other vehicles atm, we're looking into better options, but not finished. And as always, no guarantees for it ever coming out. But yes, we are aware of this. Same as airbags.
With all due respect, as a person who does like the 1080ti myself, Your GPU is a decade old. Treat it like it is. BeamNG is, yes, from 2012, but times have changed. Using low graphics is not "inferiority".
I'm a little confused as to why the options for supersampling and downscale/rescale of screenshots was removed with this update? The new graphic settings are great and all, but I don't think they justify the removal of this option. I liked how it was in 0.39:
Respectfully, the game ran completely fine on these exact settings before the update. The 1080Ti still outperforms plenty of modern budget cards, so its age isn't the issue here. And with that said, a hotfix was just released and I notice it's already running much smoother, so it looks like it was indeed an optimisation bug fixed in the update.
Ty you for the quick response. I hope to see a toggle for the dummies as a QOL change in a future fix