its still an issue as of 0.36.3 technically not a gamebreaking bug, but i still hate using the vehicles that have it
Cherrier vivace has a bug with a wing. It was most likely a replay recording. Back at 0.35 after recording the replay, some parts of the car had ruptures. This usually applied to the bumper caps of the headlight discs. I notice it less now, but it's still there. I've seen something like this on a miramar, but there was almost no headlight. --- Post updated --- a clear example of the difference between left and right mirrors. In the left mirror, the open rear left door completely blocks everything, but in the right mirror this is not the case. And this is not the worst mirror.For example, in the TC 800 and bruckell bastion, the body reflection in the right mirror is smaller in the left and more curved. Not only is the visibility in it too high, but objects that are not very far away are barely visible. even a car that is not so far away is difficult to see in it. This has been going on since update 0.32. There are cars in which everything is fine with this. These are ibishu bx, gavril, gavril md. You can just apply
The 274 V8 2 door has the same issue. It's listed as a 2 speed auto in the description, but the vehicle spawns with the 3 speed auto. The vehicle should spawn with the 2 speed that would be appropriate with this lower trim version. We've had three hot fixes or so and nearly none of the Burnside issues pointed out in this thread or the Burnside thread have been addressed. Years are still wrong, or cars have the old rear quarter panels and the facelift front end, content is wrong vs. the description... Are these things in the queue? It would be nice to know one way or the other
Apparently this is a leftover of an old unreleased experiment, back in 2014 someone tried to make a vehicle with ABS on 1 axle only so it needed this. Then the setup got copypasted to the Burnside by accident, and from there it spread to other random cars, and nobody noticed lol. We will clean this up, thanks for the report
The tachometer on the MD series type B and C bus frames becomes inaccurate above 1000 rpm by a few hundred rpm below the actual rpm. All the other frame types are not affected.
I have noticed that in MD series bus when i change rear wheels to aluminium (and 295/75R22.5 heavy duty tires), the right wheel breaks second after spawning
Hey there, anyone else experiencing map loading issues? It seems to indefinitely jam on Loading Terrain in Safe Mode, and on importing COLLADA(s) for Forests in Normal Mode. This occurs for both modded maps (when in Normal Mode) and Built In maps when both in Normal Mode and Safe Mode. At this time, that only map "Grid, Small, Pure" will load both in Safe Mode and in Normal Mode, no other built in maps (including Grid Map V2) work at this time for me. I have tried the following so far: Cleared user cache Disabled all mods in Normal Mode Deleted all mods from repo and any other contents in the mods folder Launched and attempted to load map(s) in Safe Mode Verified the game file integrity with the built in BeamNG Support Tool Verified the game file integrity with Steam Reattempted loading map(s) in Safe Mode Disabled Windows Defender temporarily Uninstalled (as already up-to-date) nVIDIA GPU Driver Reinstalled nVIDIA GPU Driver Re-reattempted to load map(s) in Safe Mode Clean Installed the game Re-re-reattempted to load map(s) in Safe Mode Any insight would be appreciated! Specs and Info: Windows 11 Pro 64bit builld 26100.4351 / 24H2 Intel Core i9-11900KF NVMe SSD (Samsung) nVIDIA RTX 3080 10GB BeamNG.drive - 0.36.3.18350 - RELEASE - Direct3D11
Why do most glowMaps have on_max set to 0.49 instead of 1.00, this seems to make smooth lights less smooth?
Looking at the Sunburst, it seems like it has something to do with how the two-stage glow map system is traditionally set up (since an electrics value of 0.49 is common for lights with shared functions).
When can I add a skinname skin uv for the MD-Series school bus, I need to make a skin about the school bus now!
This just has to do with the light brightness, has nothing to do with being "less smooth". That is a completely separate issue that we are still trying to fix but it's proving to be really complex
After the update, when you're driving on an asphalt there are some little sounds of sand or mud outta your tires
Updated roof jbeam of many vehicles is great but I think because of that, in some cars, windshield and all glass needs to be a little bit stronger. I tested that on all updated cars and in Etk I, Miramar and 2nd Pessima you can crack your windshield driving over a pothole, curb or speed bump at around 30kph. Sometimes somehow even at 20kph. And it mainly happens with stock configs so it's not about some slammed ones.
0.36.3, the Burnside still has an issue when using both the fuel cell and nitrous. As well as the left taillight not fading out, while the right one does.
Regarding the tree structure that was added in 0.35 and the new slotPartMap table added this update, is there a specific vehicle or config that already makes use of this system and has two of the same slot ids in the config file? I'm trying to see how that system behaves when saving configs but so far I haven't found a config that seems to have two slots with the same id. I'm assuming cars with duplicate slot ids in the config will use the path as keys for the parts table in config? So far I'm only seeing configs using just the slot id as keys which is great for backwards compatibility but I'd love to see how a car that has duplicate slot ids is saved as a config. EDIT: Never mind, I just realized I could force it to save with paths by editing partmgmt.lua a bit. Seems to work how I expected it to.