I do have a torque converter, though. Here's my full gearbox: Code: "hatch_transmission_s": { "information":{ "authors":"SushiPro", "name":"Single-Speed Gearbox", "value":150, }, "slotType" : "hatch_transmission", "slots": [ ["type", "default", "description"], ["driveSelector","driveSelector_FWD", "Drive Selector"], ["hatch_differential_F", "hatch_differential_F", "Front Differential"], ["hatch_differential_R", "", "Rear Differential"], ], "powertrain": [ ["type", "name", "inputName", "inputIndex"], ["torqueConverter", "converter", "mainEngine", 1], ["automaticGearbox", "gearbox", "converter", 1], ], "gearbox": { "uiName":"Gearbox", "gearRatios":[-2.3, 0, 2.3] "oneWayViscousCoef":10, "friction": 0.3, }, "converter": { "uiName":"Torque Converter", "converterDiameter": 0.35, "converterStiffness":15, "lockupClutchTorque":2000, "stallTorqueRatio":1.1, "couplingAVRatio":0.95, }, "vehicleController": { "transmissionShiftDelay":0, "torqueConverterLockupRPM":1 "torqueConverterLockupMinGear":1 } "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ], "props": [ ["func", "mesh", "idRef:", "idX:", "idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"] ], "nodes": [ ["id", "posX", "posY", "posZ"], {"selfCollision":false}, {"collision":true}, {"nodeMaterial":"|NM_METAL"}, {"frictionCoef":0.5}, {"group":"hatch_transmission"}, {"nodeWeight":10}, ["tra1", 0.37, -1.43, 0.39], {"group":"hatch_differential"}, ["tra2", 0.25, -1.25, 0.325], ["tra3", 0.0, -1.25, 0.325{"nodeWeight":16}], {"group":""}, ], "beams": [ ["id1:", "id2:"], //--TRANSMISSION CONE-- {"beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0}, {"beamSpring":6440460,"beamDamp":145}, {"beamDeform":780000,"beamStrength":"FLT_MAX"}, ["tra1","e1r"], ["tra1","e3r"], ["tra1","e1l"], ["tra1","e3l"], ["tra1","tra2"], ["tra1","tra3"], ["tra2","tra3"], ["tra2","e2l"], ["tra3","e2l"], ["tra2","e1l"], ["tra3","e1l"], ["tra2","e3l"], ["tra3","e3l"], ["tra2","e4l"], ["tra3","e4l"], ["tra3","e1l"], {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0}, ], },
Auriga Heron 1927 mods does not working and i know it outdata. how can i fix this mods because i miss using Auriga Heron 1927.
Sorry for the bump but the Laguna Seca map is not working anymore (atleast i think) When I wait while the map loads it sayes: Turning the lights on. On the loading screen. So if somebody does know how to fix this problem it will be very helpful Thanks! https://www.beamng.com/threads/mazda-raceway-laguna-seca.3524/
I think I found a workaround. Press F11 when the game is loading and the track is already there. Something must be stuck...
It's from 2013, it's certainly outdated. Usually if the level loads, but the loading screen does not go away, it means that something is wrong with the spawn points. That level may not have them at all.
Oh well Thank you Nadeox1! Well since I posted that post I seemed to fix the problem with someone on a conversation. But Thank you for replying to my post!
Mod: https://www.beamng.com/threads/skins-for-late-model-stock-car-mod.45527/ When I spawn any car. I just spawns the D-series. clearing cache does not work.
https://www.beamng.com/threads/toyota-ae86-trueno-levin.52119/ Toyota AE86 - Mod is hit-or-miss when damaged, usually crashing the game. (All configurations) https://www.beamng.com/threads/tungsten-bay-racing-circuit.39702/ Tungsten Bay Racing Circuit - Trees float for some reason. https://www.beamng.com/threads/pre-alpha-cadillac-dts-remake-help-needed.35449/ Cadillac DTS - Takes an usually long time to spawn.
https://www.beamng.com/resources/hard-work.3485/ I have had issues with a few scenarios starting the vehicle in offset/incorrect places. I think this affects all scenarios, though I have not tested thoroughly. Most notably, the double pigeon starts in a sign post and cannot be completed. I'll also notify the mod creator as they seem to be relatively active.
Technicaly these three mods are not broken, but however I Change the gearbox to Manual or Automatic it dosen´t shift gears. This is the only problem with these three car mods but they work, and if somebody knows how to fix this problem then let me know Thank You! PS These mods are quite old. https://www.beamng.com/threads/ibishu-covet-mri-updated.5509/ https://www.beamng.com/threads/vw-polo-r-wrc.7866/ https://www.beamng.com/threads/87-vw-golf-mk2-gti-update-10-17.4922/
[FIXED] Grooved Test Range, Nevada 0.8 by @CarlosAir https://www.beamng.com/resources/grooved-test-range-nevada.808/ All shadows turn off in orbit camera after player vehicle speed exceeds 84 km/h (52 mph). Worked fine in 0.18. If AI is driving, only that vehicle loses its shadow. Tested with two latest GeForce game ready drivers, NVIDIA control panel 3D setting "Let the 3D application decide", various in game graphics settings, and vehicles. There was a chance I broke the mod myself with World Editor. Now reinstalled from the repo and my own map based on it removed, the problem stays. edit. It's connected to Options > Camera Camera: Orbit Field of view at speed My setting was +35 deg. +75 deg, shadows will disappear at 40 km/h +10 deg, at 294 km/h +7 deg, somewhere after 360 km/h +0 deg, supersonic speeds with shadows Increasing sunsky shadowDistance in the editor helps too, at the cost of shadow quality. I tried a few other maps as old as this, no issues. edit2. fixed with v0.19.1 update maybe I don't know what happened, it's back to normal now. Nothing to see here.
this mod is broken: https://beamng.com/resources/89-pessima-wagon.2263/ when I try to spawn it explodes and crashes the game
^ ^ Grooved Test Range shadow problem came back with v0.20. @synsol https://www.beamng.com/resources/driver-passengers-and-loads.2906/ - no more animated hands on wheel - no loads/cargo - was fine in 0.19
I'm not sure which mods are causing the black flickering screen that I've been getting these past 2 days but the new BeamNG update has made it unplayable. I play this game for the mods and I just got my gtx980ti over a week ago and I was having fun till 2 days ago when the problem started.
I'm sorry if I'm supposed to make a thread for this, but this thread was named 'broken mod reporting thread', so I'm reporting this broken mod here. Link: https://www.beamng.com/threads/0-21-antonov-an-12b-fixed-lua-error.53467/ What's Broken: The 'this is caused by broken mods' notification appears falsefully and restricts people from using the modded vehicle.
Sorry To Disturb You Again Sir, But Another Mod Has Been Broken. Link: https://www.beamng.com/resources/added-fuel-stations-mp-compatible.12798/ What's Broken: No Texture Tire Marks on maps it has compatibility on and Refuel UI Doesn't Work This Mod Is Crucial Until It gets added to the vanilla game.