I just tried with the T75 Base (M) and the heaviest Flatbed configuration (pipes, 20t), no issue going to 40mph in under 500yd. Topping 53mph in 1mile, on the Italy runaway. Which configuration you tried?
I think there should be a tow hitch added to the T-series. I know there's a mod for it but it would be cool for it to be an official game feature.
I played again tuesday, and it seems in general, its working a little slower, nothing like i said before, but still a little slower. When playing, i remembered about a windows update that happen last week... i'm pretty sure that's my problem right there. It might be a background program running stealing my cpu+ram. I'm gonna build a gaming PC when i can, and will solve all these problems. Thank you.
um its a big rig- it literally is a moving tow hitch... do you mean like a civilian tow hitch, for normal trailers/ the camper?
I'm having problems with Traffic AI. When I spawn it, awareness is basically ZERO. Every car ends up hitting each other, but they follow the roads.
The lit texture indicators for the sunburst (using RS model here) don't line up with the indicators on the dash. Mod free game, freshly respawned car Also, will crashed traffic get the ability to turn off their engine after a crash? They try to keep moving sometimes and end up twitching around
T65 base and T75 base with T600 turbo. Hauled about 40~68 pianos and that thing CRAWLS around town. I am sure glad most trucks today are not as slow as they were 30 years ago... or as stinky when stuck behind them. Maybe I'm expecting too much, however, it'd sure be nice (if possible) to have some more powerful engines for it. Trucks should be able to haul up to 80,000~88,000lbs (depending on jurisdiction) here in USA.
This is because of all DCTs in BeamNG cut fuel when upshifting, including from R to D Update: Fix mod download here
Select the DCT version of the Sunburst or SBR4, using realistic shifting. Shift to P or R, then shift to D, the engine RPM will "dip" for half a second. DCT often cuts fuel/ignition when upshifting to shift faster and lower clutch wear, however it should not happen in reverse or first gear.
Ah awesome, thanks, fixed. (not sure how that would stall the car though..., it's such a short time, the revs barely drop 50 rpm here... anyway, fixed for some future update )
Sometimes it just happend, not very frequently. However if you select the 8DCT in the modern ETK it'll stall more frequently due to the lower idle RPM. Note: In my mod mentioned in #891, the engine will still cuts ignition during upshifting, but not in shifts from "-1" gear to "1" gear
Just to make sure to check out sequential gearbox too. When we go from R to N engine also will turn off.
This is BeamNG Drive. We should be able to put a tow-hitch on ANYTHING, and try to pull basically anything with whatever vehicle we desire. It's a simulator, not real life. I know there's only so many hands to code things in, however with that said, I'd like to mention that it quite-often happens in real life (that people tow heavy things over vehicle capacity and the tow vehicle spins out / rolls etc). I mean, what if I have to suddenly move 6 pianos on a BIG trailer down a mountain, and I only have an 89 Pessima Don't deprive us of that disaster waiting to happen, please. It makes for good video, too. I pulled several pianos on a lowboy trailer with a 4x4 pickup a year or two ago on Tail of The Dragon with lots of random cars milling about and it was a hoot. I'd reckon with an inept front-wheel-drive car it should be even more fun.
Same problem, the sequential will cut ignition when upshifting to shift faster and reduce clutch wear, but shouldn't do so at N, Mod updated.