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0.5.1.0 Discussion/Feedback/Bugs-Reporting Thread - READ #1 POST!

Discussion in 'General Discussion' started by tdev, Dec 30, 2015.

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  1. AR162B

    AR162B
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    This time I did found some small jbeam bugs when updating y 5-door Covet mod;

    A section in the c-pillar section seems to have only the right hand side of the beams (minus one line); hatch.jbeam line 620

    bug001.jpg

    I think the front signals 'shine' the wrong way; hatch_fascia.jbeam line 69
    I wanted to add a screenshot but somehow I can't reproduce the issue (I can't see the light reflection on the ground anymore)
    I did turn the spotlight around (and increased the brightness) for the 'police' signals and that one shines in the right direction.
     
  2. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    Fixed, thanks.
     
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  3. torsion

    torsion
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    This is more discussion/feedback than bug report, but here goes... I'm thinking that some shifting / clutch related things have become worse, maybe other people have a feeling one way or another too?
    1. Turbocharged vehicles with poor shift points. No surprise there since adding actual turbo simulation would certainly move shift points around. The Rally and Custom Covet configs seem to be good examples of this.
    2. Worse shifting-into-gear from a standstill. Getting cars to go in reverse has always been difficult in certain situations (steering at full lock for example), but it seems worse now. Getting into forward on a slope can also be more difficult than I think it has been.
    3. Gear ratios... it was mentioned in the D15 thread, but I think it's worth mentioning again here. Have D15 gear ratios changed? The low end does seem to be lacking. Maybe it's just the power of suggestion?
     
    #223 torsion, Jan 6, 2016
    Last edited: Jan 6, 2016
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  4. Carbender

    Carbender
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    The Burnside's rear fenders get a little glitchy when crashed into
    screenshot_00066.png

    screenshot_00060.png

    And Stretchy.....
    screenshot_00065.png

    I still love it :D
     
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  5. D-Troxx

    D-Troxx
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    the first coltri on the old pessima's spoiler is wrong/has a typo,
    it says:
    ["sp2ll","sp3ll","sp3ll",{"liftCoef":50}],
    while i think it should be:
    ["sp2ll","sp3ll","sp3l",{"liftCoef":50}],
    Naamloos.jpg
     
  6. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    Fixed, thanks
     
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  7. D-Troxx

    D-Troxx
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    snip
     
    #227 D-Troxx, Jan 6, 2016
    Last edited: Jan 7, 2016
  8. AwesomeRacer456

    AwesomeRacer456
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    How do i fix the glass not being shattered? (I run over the covet with the BTR-80)
    screenshot_00000.png
     
  9. Sagarci

    Sagarci
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    you cant really to anything about that. You have to have a large impact on the back of that car.
     
  10. Red exhaust

    Red exhaust
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  11. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Not a bug.
    Gabester said time ago that cars usually have the left headlighted offset to avoid blinding the oncoming traffic.
     
  12. Red exhaust

    Red exhaust
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    Oh, I did not know that. Thanks for clarifying!
     
  13. JESUSFORLIFE

    JESUSFORLIFE
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    Great update, wish the temp guage worked, if on fire should overheat or something, lol
     
  14. Godzilla!

    Godzilla!
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    I found 3 problems that are with the Burnside.

    1. The dashboard gets very spiky from a hard impact.
    screenshot_00145.png

    2. The battery is indestructible (This might be because it's part of the engine).
    screenshot_00143.png screenshot_00144.png

    3. The fenders drops the framerate badly, the game runs smoother when they are removed.
     
  15. Sagarci

    Sagarci
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    The Bolide catches fire, then it extinguishes itself after being drove and three tires are popped
     
  16. AR162B

    AR162B
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    A small bug; the fullsize wants to use a 'fullsize_sping_F' and 'fullsize_shock_F' mesh, but there is only a 'fullsize_coilover_F' mesh.

    Secondly; support beams seem not to be functional anymore? They are existed (I can highlight them with the highlight function) and will break when stretched over the beamLongBound, but it does nothing when the beamShortBound is reached. When I change the type to Bounded beams they do work with all the same values... But support beams are sometimes more preferably (hard limit)
     
  17. Goosah

    Goosah
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    BeamNG Team

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    Support beams use beamLongBound, beamPrecompression, beamSpring, and beamDamp only. They use beamSpring/beamDamp as soon as compressed beyond the reference length, which can be controlled with precompression. Outside of reference length, spring is 0, and after reaching longBound, the beam breaks. They do not use beamLimitSpring/beamLimitDamp!
     
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  18. AR162B

    AR162B
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    Ah, that clears up a few things, thanks.
     
  19. mumboking

    mumboking
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    Not sure what's with that... I can't see anything missing on the suspension in-game.

    EDIT: Just had a quick search in all of the fullsizes jbeams for "sping" and found nothing.
     
  20. AR162B

    AR162B
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    Typo; sping had to be spring (obviously?)
    I checked again, the jbeams do use spring and shock meshes, but suddenly the .dae has springs and shocks as well instead of coilovers. I checked a couple of days ago with the original fullsize dae, then it had coilovers. Weird. Especially because it says it was last modified 15th of December.

    Of well, apologies to the devs, no bug.
     
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