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Discussion in 'General Discussion' started by tdev, Nov 16, 2015.
yes, should be fixed
Ah, well - it was not ready on friday as we had to fix/test some things first :/
yes we can, if we know what happening on the background, and when we ask not get this irritating answer at when its ready, or something like this if i respect the devs, but sometimes some thing is really irritating.
especially when a much younger man condescending.
i was helped the community, on forum, mods, etc. and for people to make own mod. but it was enough.
sometimes the community is condescending. like le now.
I think You know what I talking about.
Honestly having trouble following what you're saying here.
All my cars have disapeared
Every single vehicle in the vehicle selector? Or just mod vehicles?
Oh my god I love the little rev limiter you guys put on the Covet. Well done, guys!
Holy crap....I was finally given the option of downloading the update or launch
Must be a new steam thing, we didn't change anything in the steam backend
the race bolide doesn't have a wing or the race paintjob
It's great because I'm right in the middle of learning something, I can actually make
everything safe and then do the update at will. I hope this isn't a fluke.
every single vehicle
Love the new update!
"input.event("steering", -steering, 2)"
What does the new argument does? '2'
Could you follow up here by posting your log files? (click "Upload a File", navigate to Documents\BeamNG.drive, then upload beamng.log)
It sends the input from the AI subsystem to input subsystem as a VALUETYPE_DIRECT which doesn't get any interpolation or after processing at all. Look at the top of input.lua.
Alright thanks, also, have any idea how i would go about knowing which car is listening to commands?
Because it seems that when there is more than one car they each have their turn to listen to commands, and i need to make one car listen to the command, but it goes to the main car im driving.
Only way i found is " if v.vehicles.vehicleDirectory == 'vehicles/sbr/' then" or ect. but if theres more than one sbr, i have no way of knowing which car is listening to commands while passing the current loop.
Same happened to me. Try renaming the BeamNG.Drive folder in your documents to something else, and the game will create a fresh folder. I assume I had some conflicting mods, and it fixed it for me.
When you use the input.event(....), it goes to the local car.
If you want to control another car then you need to go through the t3d lua using obj:queueGameEngineLua (see mapmgr.lua) .
On the t3d lua side, you need to find the vehicle to which you are going to send the command, and then send it to it. An example of that is in input_bindings.lua:requestFFBConfig .
This dance needs to happen because t3d LUA, vehicle LUAs are running in seperate threads, so they need to communicate with each other in a network connection like fashion.
We are working on these things too. We're not one person, you know. We can work on adding new vehicles and other content without taking anything away from working on code or sound. I work on vehicles, but I'm not a programmer. We do not yet have a sound engineer to help with recording and programming the sounds (still hiring).