Hey I just noticed, is that a 92 to uhhhh 95? Victoria on the left of your profile pic? If so where’d you get it? (I have been looking for it)
There is nothing we can do about mod issues, we try very hard to preserve backwards compatibility, but there is only so much we can do
Whats wrong with them? If its that the bigger part isn’t the brake its because legally the braklight has to be on a fixed surface.
Ahh, that'd explain that change. It does still feel off though... any chance of having it be the way it was in 0.32 for JDM models?
The antilag controller doesn't properly perform the nil check on the turbocharger. The condition to abort is Code: if not controlledEngine.turbocharger then log("E", "anitlag.init", string.format("Engine %q does not have a turbocharger, antilag won't work!", engineName)) M.updateGFX = nop return end when it should be Code: if not controlledEngine.turbocharger or not controlledEngine.turbocharger.isExisting then log("E", "anitlag.init", string.format("Engine %q does not have a turbocharger, antilag won't work!", engineName)) M.updateGFX = nop return end as the turbocharger is always given at least a dummy Lua module. In turn, "turboAVPIDController" needs a nil check in reset().
what do you mean by background ? do you mean far distance objects in a map, or the menu images ? --- Post updated --- The far background as in horizon sometimes has a gaussian blur effect on it making it difficult to drive. Not running any mods except BeamMP.
Probably not really 0.37 related but there is something weird going on with the water and groundmodels and idk where else to report. There is a water groundmodel (9) but it seems unused. Usually what happens is you just get the groundmodel of the lake/ocean/river floor (which makes sense), but sometimes certain bodies of water will set both contactMaterialID's on wheel data to -1 so the car will think it is in the air (affects airtime stat). For instance on WCUSA the truck in the water on the coast reports correct ID of 16 for the sand, but when I go to the quarry it reports -1 for both (images attached) Tested on safe mode, here are all the places I could find where this happens. If a body of water isn't mentioned you can assume it works fine. I would attach images for each location but there would be too many. Automation test track: in the lake on the high side of the dam, including the river before it Cliff: in the ocean East Coast USA: all bodies of water Gridmap V2: rivers and the water in the terrain types area Industrial Site: certain parts of the ocean Italy: in the ocean, but only on one side (with long edge facing towards the ocean) of the runway and in the docks Jungle Rock Island: in most of the greenish river rapids Small Island USA: on the underwater part of the boat launch ramp and the water to the side of it (opposite side of the jetty), also on/near the coast of the other "island" to the north Utah: in the entire river as far as I can tell West Coast USA: in the water in the quarry If you're wondering why I am even reporting this I am making a mod where being in the air and in the water need to be detected separately and correctly, but since this affects vanilla airtime stat I thought I would report it here.
Bug - if you're removing the binding from the controls, the screen just updates and doesn't show that you've removed this key from this binding. Reopening "Controls" shows them updated properly. Found this when my DS4 just went crazy with new controls (it didn't with 37.4) and I went ahead to remove the new entries. Say, I have five bindings on "Next Camera" in a line - Triangle (new), Square (my old), C, Y and X. I want to remove Triangle, so I click on it, click delete, the entire line updates and the Triangle is back there. But if I click on another entry with a Triangle - it doesn't show that this button is assigned anywhere else anymore, so the controls do stick, the line just doesn't update properly. Another Bug - the description text of a binding doesn't have "Wrap Line" assigned, I think? So if the description text is long - it smushes the buttons column with the "Description" column. To check - Open controls, click on a control for "Next Camera", see how wide the middle column and the right column are. Then find the "Toggle Radial Menu", click on a button, and see the right column smush the middle column. If the description text is extra long - it does not wrap to fit the column, but the column expands to fit the text instead.
Hello, Since the 0.37 update I'm experiencing FPS issues with the UI (like tachometer and turbo gauge). It's always been very smooth before. Some may not notice it but as I play with high FPS I do.
Why doesn't the engine use the "default" label for vehicle sketches in the new vehicle selector? All sketches with vehicle mods are different from what they were before.
A bug that seems to have been in the game for quite a while in the World Editor: When duplicating multiple selected objects by shift-dragging them on the move tool, they are getting slightly offset in the two other axes. Video attached. Thank you!
ok why did 0.37.5 change my bindings? please leave them alone now im going to have to change them back for another hour..
Time attacks are pretty broken right now, no longer recording checkpoint or individual-lap times while driving, even with infinite laps enabled
I appreciate that the I-Series pre- and post-facelift configs now have proper year tags, but the following vehicles haven't yet been accounted for in regards to years: Piccolina Drag and Street Machine (Sunburst/SBR4 swap) Covet factory configs (see images) Nine Sundown Coupe (see image) and Sharp Dressed Speedster (plus the other custom configs where feasible) Special Lead Sled (facelift parts) and potentially Drag (said to be "more modern" than the Gasser) Potentially, all Gambler 500 configs (only the I-Series has a defined year range as per its IRL counterpart (2023-2024), but the event as a whole only dates back to 2014, so the year ranges for the other configs shouldn't be any older)