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BeamNG Experimental Branch Feedback Thread

Discussion in 'General Discussion' started by gabester, Sep 9, 2014.

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  1. logoster

    logoster
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    You are looking for the beamng.drive folder in your documents, yes?

    Sent from the 3rd galaxy via the talks of tapping
     
  2. Aboroath

    Aboroath
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    Yes sir. Sceenies below showing the filepaths I've got. The vehicle cache files are there but no levels cache anywhere?

    Screenshot (17).png Screenshot (18).png

    I've been going back and forth between Stable and Experimental quite a bit. What is weird is the date on the Experimental file system stays at 9/9/14
    no matter how many times I re download it.
     
  3. AR162B

    AR162B
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    I searched if someone else has already post this problem, I couldn't find a similar post, excuse me if there already is.

    I regularly encounter a runtime error, usually at Dry Rock Island a few seconds after resetting a vehicle (control + r)
    It's probably my old laptop running out of memory (?), but because the error report program won't start I post it here. I'm running the experimental version.

    Another remarkable issue; every time I exit the world editor in Dry Rock Island, no matter what I did, the program crashes. I didn't have this issue in the old Alpha release. But most of the time the error reporter shows up.
     

    Attached Files:

    • runtime02.jpg
  4. logoster

    logoster
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    Just delete the gridmap folder from the levels folder (I can see it in your screenshot) if needed ill take a screenshot and show what it looks like

    Sent from the 3rd galaxy via the talks of tapping
     
  5. CaptRustyNail

    CaptRustyNail
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    Hi All,

    Apologies if this has been answered (i must be blind)

    I tried the experimental branch yesterday, using an xbox 360 controller

    I had an issue with the chase camera, when i switched to it, it immediately zoomed all the way out, and when i pressed the zoom in button (y) i think it zoomed all the way in, there seemed to be no control over it like with the stable build?

    Any ideas what could be causing this? or anyone else had it occur?

    Thanks
     
  6. Narwhal

    Narwhal
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    yep. this is a known problem. for now use the numpad on you keyboard for zooming in and out.
    i have an xbox controller too, and this gets pretty annoying. you get used to it though.
     
  7. SixSixSevenSeven

    SixSixSevenSeven
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    There have been umpteen billion posts about this one. Turns out a modded inputmap can fix it: http://www.beamng.com/threads/10650...s-zoom-issue-and-adds-time-controls-to-d-pad)
    Towards the bottom of that thread you can find the fixed version of the stock controls (without the time controls edit which I find annoying as hell, I prefer having the indicators as the forklift mod uses them as do some other weird things).
     
  8. CaptRustyNail

    CaptRustyNail
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    Thanks for the replies :)

    much appreciated
     
  9. Aboroath

    Aboroath
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    Thanks logoster, I deleted the Gridmap AND Blackhills maps and then deleted the piss out of everything else. I did a complete fresh beam re-install and
    the deleted levels showed back up as well as all my mod vehicles automatically. The two deleted levels showed back up and the textures are finally correct,
    even my modded "Gridmap2". The Steam implementation is doing something vastly different that I was ignorant of as it keeps some sort of "base"
    configuration that never really gets rid of things when deleted. Anyway, I have fixed the issue and really appreciate your efforts with helping out
    on this!:cool:

    screenshot_00074.jpg screenshot_00075.jpg
    EXPERIMENTAL

    screenshot_00074.jpg screenshot_00075.jpg
    STABLE
     
  10. Svpracer

    Svpracer
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    I can post my stock (fixed) input map here if wanted.
     
  11. caleb200790

    caleb200790
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    Well, this happens whenever I try to use the Moonhawk, no mods for the Moonhawk.
    I'm using experimental.

    ..It's probably just me though :p
     
    #591 caleb200790, Oct 27, 2014
    Last edited by a moderator: Oct 21, 2015
  12. logoster

    logoster
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    clear cache & re-download if clearing cache didn't work, gabester said he's fixed this 100 times already, and he can't re-produce this glitch
     
  13. caleb200790

    caleb200790
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    Alrighty, thanks!
     
  14. Hati

    Hati
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    Has this branch not been updated in a while? The last set of updates I saw involved a cannon.
     
  15. Aboroath

    Aboroath
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    Your splash screen will tell you it's been 33 days or close to it.

    What I want to know is if the stable version will be updated. So many questions.
     
  16. jtg199

    jtg199
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  17. Aboroath

    Aboroath
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    It's a cool little mod and the engine bay detail makes crashes look very realistic.:cool:
    screenshot_00081.jpg
     
  18. alexeme

    alexeme
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    Sorry if this is the wrong place to ask.

    How do I Opt in to the steam experimental branch?
    Once I'm at the screen where you would normally do that. The drop down box only shows "NONE - opt out of...".
    There is a text box below that for a beta key. I have tried my activation key and the order key and none of them work.

    Any help would be greatly appreciated. :)
     
  19. tdev

    tdev
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    Developer
    BeamNG Team

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    do it exactly like its shown there: http://wiki.beamng.com/BeamNG_Steam_Branch (no key is required btw)
     
  20. alexeme

    alexeme
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    Got it now. For some reason, It didn't show anything the fist time I tried.

    - - - Updated - - -

    Got it now. For some reason, It didn't show anything the fist time I tried.
     
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