You can only do it when the vehicle is not moving, and also it's a bit laggy the first time you do it in current session, then gets better
I normally don't say BeamNG's cars are too weak/crash too easily, but there's a first for everything. I've found that the axles, tie-rods and other suspension on the LeGran and Wendover are excessively weak; I've managed to bend (and sometimes even snap) the drift steering on the LeGran just from steering too hard. Also, the ignition and induction damage integration into the older vehicles (they were previously only on the FCV platform) is awesome, however, the system does need some tweaking to get right. All it takes is hitting a speedbump too hard to damage the ignition on the D-Series, and just a slight tap to some superchargers can cause a boost leak. While testing the new derby configs and various other things, more than once, I had ended-up with a Charro that was unable to run because the engine's ignition system was too badly damaged - When I hadn't even hit the engine, let alone even damage the front of the vehicle in the first place. Lastly, this is unrelated to the strength of vehicles, but (at least to me) it seems like the LeGran and Wendover have some uncommon restrictions in terms of customization. Some of the badges (specifically, on the front grilles) and grilles cannot be removed, even though the grille itself can be changed on the LeGran. (One last small detail I had noticed was the lack of a third brake light on the Wendover.) Hopefully this doesn't just sound like I'm complaining about the update; it's actually really good and the new vehicle(s) are fun to play with. I'm also eager to see if some of the parts on the derby variants get ported over to other vehicles in the future. But for now, I'm going to keep picking-up my mattress every time it flies off the roof of my LeGran Luxe Grandiose while I'm driving down the West Coast highway.
Unfortunately, since the 0.22.1 patch my game crashes permanently. I can start the game and load a level. When the level load is complete, I get a crash. 447.68795|E|gameStartupError|BeamNG.drive 0.22.1.0 0x00000001 What I've done so far. Start safe mode. Same result. Deep Clear Cache. Same result. All mods disabled as well. My final test now is to uninstall and clean install game. Hope that works. Anyone who might have a solution, would appreciate. Edit. Fresh install seems to be stable so far.
Have been testing the new Wendover, fantastic car, so much awesome details, and love how the panels/parts fall off the car But found some small things that hopefully will be fixed at some point down the line: - Front sway bar deforms a lot in the middle when the car have been hitting the front underside on medium jumps. - The hood hinges/bars poke through the hood after the nose and front underside have been hitting the ground after small to medium jumps Possible fix, added 2 nodes for support, under the upper hinge point (h7rr. h7ll) - And finaly when I add the hood bolts, the trunk disappears in bigger front crashes. I did test a bit with the node grabber (but the game crashed before I could make sure) But it may be one of the big bolts close to the front window that make the trunk disappear, when they break. *Update* I added * {"breakGroup":""}, * to the end of the hood bolt section, and it is now fixed.
To my previous audio bug report, I figured out, when is more vehicles on dirt / gravel roads near you, then engine, sirens and other sounds starts lagging or turning off.
How to fix BeamNG Launcher - Data Migration --------------------------- The Launcher has detected an older version of BeamNG.drive (0.22.0.1) present on your system. We will now migrate most of your data to the latest version (0.22.1.0). Click Ok to continue. --------------------------- OK ---------------------------
Supercharger damage does not capped to zero Which means higher throttle makes lower torque when the supercharger is damaged. Watch the Flywheel torque on the lower-left corner screenshots Also note how hilarious the boost gauge. Also please watch the video on the attachment
also I found out while testing last night the frame limiter had been limiting the game to lower frame rate than it was set to - I had the limiter on 75fps because of my 75hz monitor and I wasn't even getting a stable 65 on grid small pure - the second I removed the limiter it jumped up to 120 something. not sure if this is just me but it may help others getting poor fps
Hello Devs. Great update so far. Has anything changed with force feedback initialization? Every time I respawn a car or change something in the parts selector my direct drive wheel will buzz and move slightly. This is happening in all of the 0.22 builds so far. Nothing major, just a weird thing I noticed. Let me know if a video would help.
the triggers are sos Does not working (Rollback & pickup) Also, After this update, mods will Permanently disabled with Opening Game/Clicking "Update All mods"/New Mods has been installed So Can't use mods easily, I mean that need to be activate mods by player
Good catch, I've restricted how negative it can go. Also can you please use the normal font size? Your posts are highly disruptive to the thread layout...
This is a good catch, I noticed this as well. And it almost seems like the further away vehicles get from one another, the more likely the audio is to cut/drop. But I definitely noticed what you just described on the East Coast, USA dirt roads. I also have my # of voice channels at the maximum (ultra) 512 which helps a bit with the 'clicky' sound but not the audio drops.
Checked the known issues task and i have problems with the node grabberacting weird, but no game crashes so far
When I restart scenario markers do not reset, and they overlap each other. Sometimes when I do multiple restarts they can disappear. It's annoying when I do speedruns or simply try to do the best time and I must load the whole scenario afresh.
A rock that near to the dam has a hole from just one side, collision mesh of this railing is bigger than it seems and it don't let pigeon pass through.