Hello, I'm not sure which mods issue it is, or if it is coming from both, but I noticed that having AET and the Procyon Avior by Finn active at the same time that it breaks the Avior, not sure if it's an issue on this or the other mods' end, but I thought it'd be good to report here
It seems that the custom sounds for that car break due to how my mod overrides the combustionEngine lua and has to reinitialize systems like sound after the vehicle is loaded. My current method for loading is a bit of an exploit so it's not unexpected, but there's some new methods that should allow me to avoid double initialization while also remaining repo friendly.
Hi, i think i found an issue with the mod. For some reason, simple traffic stopped working properly, and i found it to be this mod (it gave me the error even when only this mod was active). However, when disabling the option for simplified traffic, it seems to work fine
Yeah the mod breaks with simple traffic, I previously had them filtered in the autoloader but I just changed the autoloader and forgot to reimplement that filter. Ill post a fix here soon. --- Post updated --- The fix is waiting for approval on the repo but it might take a few days so I'm posting it here too.
Hi I encountered two issues (using latest version of the mod): This mod seems to be conflicting with "Agent's Simplified Realistic Traffic Mod (EU + JP released)". It makes the traffic mod take forever to load even if you want to load just 2 cars. I guess because the wear mod is trying to apply its logic to all the traffic cars maybe? It breaks the traffic mod completely and renders it unusable. Oil starvation damage in the engine thermals debug app doesnt seem to match whats happening in the "MECHANICAL DATA" app. As in there could be a value greater than zero in the oil starvation app but the mechanical data app shows all is perfect. Not too sure how the calculations are happening or if they rely on each other. Oh and oil starvation damage in the engine thermals debug app does not seem to get saved along with the other values. It resets to zero. This and the individual parts repair mod are my favorites so let me know if I can help in any way. Thank you!
Simplified traffic also use "simplified engines" which lack certain variables and cause errors with this mod. Normally the mod doesn't activate for simple traffic but the "Agent's Simplified Realistic Traffic Mod" uses a slightly different naming scheme so it didn't get filtered, I have a fix that will be out next update. As for oil starvation wear, in this mod it's mainly dependent on oil pressure which is derived from oil flow (rpm and vanilla oil starvation), temperature, pump condition and filter condition. The vanilla oil starvation triggers like gravity and low oil still affect it, but as long as there is still some oil pressure left the wear does not increase that dramatically (and sometimes is not noticeable). However once it does reach critical levels (under ~20%), there is a large increase in wear to the piston rings and cylinders. Oil starvation damage and a couple other things like valve train damage do not get saved yet as I originally planned to replace them with more part wear systems, but I'll probably make them saved in the next update until I add the additional part wear.
Hi! I found a compatibility issue with the Advanced Engine Tuning and Wear mod. When the mod is enabled, the landing gear/trailer jack stops working on trailers. The landing gear does not automatically retract when connecting the trailer, and it also cannot be raised or lowered manually using the Trailer Jack control. I tested this with multiple trailers and the issue occurs consistently. I disabled all mods and tested again, and the trailer landing gear worked normally. After enabling Advanced Engine Tuning and Wear again, the problem immediately returned. Disabling only this mod fixes the issue. So the problem seems to be reproducible: Advanced Engine Tuning and Wear enabled → trailer jack/landing gear does not work. Advanced Engine Tuning and Wear disabled → trailer jack/landing gear works normally. I thought I’d report it in case the mod is interfering with the trailer coupling or actuator system. Thanks!
Thank you, I also found that issue recently when testing out Career mode (apparently trailers don't like having car batteries). Will be fixed in the next update currently waiting for approval.