Hi devs, loving the update so far! However, I've found some somewhat odd bugs with the new Limo. I attached two videos showing them. The first is that the hood on the limo seems to have an oddly weak hood latch in comparison to the non-limo Grand Marshal. The second is that the Gambler 500 rear bumper freaks out when on the Limo and perpetually jiggles. Cheers
Hello, I would have some notes to the rpm and rev-counters for the Miramar and I-Series. Miramar: The new rev-counter looks great and perfectly fits the standard models, but as the GTz variants rev all the way to 7000rpm the red line beginns too early (See screenshot attached). So it would be cool to have a special tacho for the GTz versions, where the shift point is indicated at 7000 and the total display goes to around 8000. I-Series: Here the standard versions rpm also match perfectly the standard tachometer, but with the TTsport it is the other way round: The rpm-counter goes higher than the engine (6500rpm to 6000rpm, as shown in the second screenshot). But the engine could actually go to the indicated rpm, just not with the standard rpm-limiter (only possible with the race ecu). It would be nice to have a sport rev-limiter that alows the 2,4l engine to go to the 6500rpm (Please note that the 3.0 engine can't go that high and will get an overrev damage). On a side note: The new engines for both plus the new underside of the I-Series look amazing. Thank you for the update!
so i have a question i cant select cars i updated and cleared cache and deleted mods and did a fresh install of the game and when i click on a car it skips to very last car on the list
That's what I appreciate about you BeamNG devs. You drop an awesome update, then fix the bugs that the community is finding. You guys are doing a great job and keep up the great work!
I've noticed that the game slightly slows down around every half second or so when doing bus routes in 0.37. There are no slowdowns before pressing the start button, and there are also no slowdowns when I chose freeroam after finishing a route. Looks like it only happens while you are actively doing a bus route. Tested in safe mode and also tried various bus route settings, none of which changed or fixed the slowdowns. Also, pretty sure this is a mistake?:
There’s literal children on this forum. Reddit is even worse and I have to remind myself of this. Big thanks to the Devs who continue working and thanks to the community members who supply real feedback to improve the game
I posted a newer video on the thread. shows me Agent_Y one of the most smartest persons I know... The one man capable of bring us a Transformer The one who's code looks like rocket science.. Glad to see your still with them. --- Post updated --- I did reset it. a few times when it does not crash. It usually only allows for some movement then it just freezes, Want a log from it? Would be no trouble to reproduce it.
I sent log to thinking chatgtp... plus version...I know its the smooth motion causing it, just wanted to know why, It worked fine before... can you tell me what caused the game to crash., I was moving around UI windows in the world editor when it started giving bad flickering of menus, duplicates, then it froze ChatGPT said: Short version: your crash happened in the UI stack while the editor was redocking/moving panels, and it went down in the CEF (Chromium) layer talking to DirectX/NVIDIA’s driver. Why I’m confident: the crash dump you sent includes these modules: libcef.dll / chrome_elf.dll (BeamNG’s Chromium-based UI) d3d11 / dxgi (DirectX) nvwgf2umx (NVIDIA user-mode driver) That combo + “flickering menus / duplicated panels” during window shuffling is classic CEF + docking getting into a bad state (and overlays can make it way worse). Do these quick fixes first Kill overlays for BeamNG (these love to hook CEF/DirectX): RivaTuner/RTSS: set Application detection level = None for BeamNG.drive.x64.exe (or OSD Support = Off). Turn off GeForce Experience overlay, Discord overlay, Steam overlay (per-game). Reset the World Editor layout (if it got corrupted): Close the game. Go to your BeamNG user folder (usually Documents\BeamNG.drive\settings\) Delete or rename worldEditor.json (and optionally editorLayouts.json if present). Relaunch (layout will rebuild clean). Run BeamNG in Safe Mode (Launcher → Support Tools → Safe Mode) to rule out mods/UI apps. GPU driver sanity check If you just updated drivers: try rolling back to the most recent WHQL. If you’re old: update to the latest WHQL. (NVIDIA’s nvwgf2umx was active in the dump.) Windows DPI/Scaling If you’re on multi-monitor or >100% scaling, try setting BeamNG.exe compatibility → High DPI scaling override = Application and test. If it still flickers or freezes Clear cache (Launcher → Support Tools → Clear Cache). Verify files (Steam → BeamNG → Properties → Installed Files → Verify). Turn off hardware monitoring overlays entirely for a test run (RTSS closed, not just hidden). Try windowed or borderless instead of exclusive fullscreen when editing. If you want me to nail it down further Send me these and I’ll pinpoint the exact trigger: beamng.log right after a crash (in Documents\BeamNG.drive\beamng.log). Your GPU model + driver version. Whether RTSS/Discord/Steam overlay were on at the time, and your monitor/scaling setup. Beam-flavored PSA: the World Editor docks are like fragile JBeams—pull one node too hard (with three overlays latched on) and the whole rig decides to visit the void. ️ Try the overlay + layout reset first—that combo fixes this symptom most often. You said: I know the problem was from having smoothmotion on. but no idea why its has problems with 0.37 update. It worked fine before the update ChatGPT said: Ahh—got it. If SmoothMotion is the culprit and it only started with 0.37, that points to a timing/swap-chain change on BeamNG’s side that your driver-level frame interpolation didn’t love. What likely changed in 0.37 CEF/UI pipeline bump: The in-game editor UI runs on Chromium (CEF) over D3D11 via ANGLE. Updates often change how it presents frames (e.g., flip-model swap chains, vsync flags, surface formats). More/independent swap chains: The dockable panels can be separate GPU surfaces. SmoothMotion hooks Present to synthesize in-between frames; with multiple UI surfaces updating on different cadences, the driver can “invent” frames out of order → flicker/ghosted duplicates. Per-monitor DPI/Windowed VRR: If 0.37 leans harder on borderless/windowed composition, it increases the odds of conflicts with VRR + driver interpolation + Windows MPO (multiplane overlay). In short: 0.37 changed the rhythm; SmoothMotion is still dancing to the old beat. Solid workarounds (pick what fits your setup) A. Easiest: exclude BeamNG from SmoothMotion Create a per-app exception for BeamNG.drive.x64.exe (and, if your tool allows, BeamNG.Drive.exe and the Bin64\cef\ subprocesses). Keep SmoothMotion for everything else. B. Keep SmoothMotion, tame the editor Run the editor in 60 Hz (or cap to 60 FPS via RTSS only for the editor session). Lower cadence = fewer synthetic frames = fewer timing conflicts. Use borderless window, not exclusive fullscreen, while editing. C. NVIDIA/AMD control-panel sanity (per-app profile) V-Sync: Use the 3D application setting (don’t force it). VRR/G-Sync/FreeSync: allow for fullscreen and windowed or temporarily off while editing. Low Latency Mode / Anti-Lag+: Off for the editor. Frame rate limiter: Off (let the game cap). Image/Fluid-Motion/AFMF: Off for BeamNG. D. Kill the composition wildcards RTSS/overlays off for BeamNG (they hook the same Present path). Windows HAGS: toggle off (or on) and test—some systems stabilize one way. Disable MPO (advanced): HKLM\SOFTWARE\Microsoft\Windows\Dwm → OverlayTestMode (DWORD) = 5 → reboot. Only if the flicker persists; revert by deleting the value. E. Reset editor UI Delete Documents\BeamNG.drive\settings\worldEditor.json (and editorLayouts.json if present) to clear any layout state that triggers bad redraw loops. Why it was fine before Driver interpolation depends on predictable cadence from the app. 0.37 likely: Switched a UI surface to flip-discard, Changed vsync/tearing flags, or Decoupled UI framerate from the main render loop. Any of those break the driver’s assumption that there’s one stable, full-screen swap chain to interpolate, so you get the “menu clone army + strobe” effect. If you want me to pin it to a single knob, tell me: GPU + exact driver version, Whether you’re using NVIDIA “Smooth Motion” (or AMD AFMF / monitor MBR/ULMB), Windowed/borderless vs exclusive fullscreen, Multi-monitor + scaling setup. But 9 times out of 10, per-app SmoothMotion off for BeamNG (or editor @ 60 Hz) fixes it immediately—and keeps your other games buttery.
Thanks for reporting. A few languages were affected, we fixed this internally and we'll push that fix in a future hotfix (not necessarily the next one, as we're focusing on other bugs for now).
It seems 0.37 is not working with steering wheels. When I have it connected it will not let me spawn any vehicles other than the default of each model as it switches back as soon as I try and click on a different one. For example if I want the Vivace 110, I can click on the vehicles tab, I can click on Cherrier FCV, but as soon as I click on the Vivace 110 it switches focus back to the Vivace 410 Arsenic which is the default Cherrier FCV.
A-ha! You're right, I was able to re-map the additional controls and get it to work. However, this seems to have uncovered another bug or maybe just something that was missed. The offroad school bus specifically does not have a shortcut option to toggle its transfer case. In the controls menu, the transfer case shortcut control is listed under Vehicle Specific: Not Installed even though it clearly is an equipped part.
For me the ETK-i now has a mechanical radiator fan but it has no effect on Radiator Airspeed. However when the engine reaches 100ºC it starts at a fixed speed of 11km/h until 95ºC, then it stops. Seems like a viscous-type simulation but it doesn't work as it should I think Also, the mechanical fan is wobbly unlike the engine pulleys that spin perfectly
use them on pbr terrain paints. or jpgs. No dds as far as I know work with terrain paints that are pbr.
I think the devs already know but you cannot select a new vehicle with a controller connected other than double clicking (replaces vehicle) --- Post updated --- Also another issue is the camera path editor is a bit finicky and so is replay
Great update, devs! I haven't been able to play yet, but I still have watched all videos and read the patch notes. Something a bit annoying though is that the refreshed interior for the Wentward is going to make all players think that it is perfect and doesn't need a remaster for a long time. If you just did that not to remaster it for a long time, that would be just like adding nice textures to the T- Series in 0.31 and then abandoning it. It lacks so many features like a lack of variety and no unique systems like the T series. But anyways, the new interior looks great for now and I don't want to rush you! One quick question though, was the issue where the halogen lights faded too quickly fixed now? That drove me up the wall so I was just curious. Thanks!
Currently playing the update right now, and my biggest complaint so far are these new bindings, so it's not saying much... But here's something I've noticed that was incredibly frustrating.. Why is the menu/select binding all in one, but the back/cancel binding gets it's own individual thing? Doesn't quite make sense as a design decision, and I'm hoping this is changed in an upcoming hot fix. Sidenote, for PS4 controllers, why doesn't BeamNG recognize the center pad as it's own button? --- Post updated --- Also a small bug, kinda hard to depict it through screenshots, but after a crash cam, the game doesn't like to display the minimap after the fact, and doesn't like to load again like the rest of the UI. (top right corner)