Add Firwood onto that, too. The only ways to find out the street names as of right now are to drive around in the Wentward (which doesn't cover every street) or do a deep search through the game files... ...which doesn't solve the issue of where most of those streets are. +1 to this suggestion - it'd really help liven up the towns and cities of BeamNG.
Not just this, but it would be great if the UI told you where you were and what street you were on, similar to Grand Theft Auto. For example: "Silver Street, Firwood" or "Canal Street, Belasco City". Example from GTA IV: Some detailed maps put out by the developers featuring road, district, town/city, important location, and general geographical names would be great, like the maps packaged with Grand Theft Auto or other similar games. This wouldn't really be that hard to make. Example (Also from GTA IV): Example (NFS Hot Pursuit):
Another minor issue I noticed, concerning the Piccolina: In the game, it's listed as a hatchback, despite not having not having a rear cargo hatch, which would technically make it a wagon/saloon. Note that two similar real-life vehicles with identical rear-engine-decklids, the Fiat 600 and Volkswagen Beetle, are both listed on Wikipedia as wagons/saloons. Additionally, "shooting brake" is technically a distinct body style and not a type of hatchback (at least according to Wikipedia), so the SBR4/eSBR shouldn't be listed as a hatchback either. (plus the above vehicle selector screenshot) Here's the infoboxes for the BMW Z3 and Ferrari FF: And before anyone says the SBR is actually a hatchback, the "S" in SBR literally stands for "shooting brake."
Hi, new member here! I've found a bug. Playing in free roam, in the Ibishu Hopper, in the vehicle customization menu, the program will stop responding when you try to add "Spare Tire Holder" to the "Plate Style Offroad Rear Bumper" when there is already a "Spare Tire Holder" equipped to the "Tailgate".
For some reason the Sunburst Police RS has a normal rear bumper when it should have the RS rear bumper.
2 things about the AI: For some reason, Traffic AI tends to slow down for no reason. This could end up with me rear-ending the AI car. The Traffic AI spawner never spawns in cars made in Automation. I'd like to see the spawner spawning Automation-made Traffic AI cars into the game.
Weird, tells me "Site Cannot Be Reached - Connection Reset" might just be my incredibly shitty HughesNet connection though - everything else is working fine.
not sure if this has been mentioned, the drift config for the etk800, etk k, etk I, miramar and bluebuck have a performance class of 0.
Is it just me or AI had started to spawn big vehices like a bus or a truck. Sometimes I need to relaunch traffic several times just so I get normal cars. Lagrer vehices tend to get stuck much more often, maybe it would be a good decision not to spawn them at all. Also when the road is really narrow the traffic freaks out. The dirty way of fixing it would be to make narrow roads one way only for AI cars. I know it would not be ideal, but that sould not take much coding.
The Gavril Bluebuck has no horn. It should have the same horn as the Burnside Special or Gavril Barstow. o h w a i t i t d o e s b u t i t d o e s n ' t w o r k
It does, it’s just that the horn key is by default mapped to the same key as one of the hydraulics controls. Simply change it and the horn will work again.
Also, the thumbnail generator makes some trims claim they come from mods when they are from the default game. For example, a Hirochi SBR4 RWD Base's source is "Default". When I generate images using the Vehicle Thumbnail Generator tool, it changes it to "Mod". --------- Fixed it myself. Apparently, it was a mod claiming the default configs.