Same behavior but no error messages now KKKKKKKKKKKKKKKKKKKKK. I tried verifying all files, and redownloading all mods, but still the same. Thinking of reinstalling beam and deleting every folder of it. Besides that, I wanted to thank you very much for the attention!
Zesty_Maple98 updated Tyre Wear and Thermals Redux with a new update entry: Wear overhaul Read the rest of this update entry...
Hi, I think the 0.2 version has broken the cooling ducts feature, i cannot see it anywhere everywhere.
Hi jimmeh, it works on my machine. Can you restart your game now that you've installed the update and see if that's fixed it please? If it still hasn't let me know what car or cars you've tested with, the other mods you have installed and if any errors pop up in the console (you can see the console using the "Toggle System Console" keybind), thanks
I have the mod installed on a server which is using the beamjoy plugin. When we used the previous version of your mod we could access the brake ducts via the tuning window but since I updated the mod we cannot. I have checked on most of the vanilla cars and cannot see it on any of them. Other than beamjoy all the mods installed are paint designs, cars and tracks which I would assume would not affect your mod.
So there are no errors in the console? There is a long standing issue with the mod which requires your game to restart if you've installed or activated the mod in game, can you try restarting the server/client with it already installed?
there are no errors anywhere. I have tried restarting and that has not changed anything. The tire wear UI app is there and working and the tire wear is working as normal but there just isn't any options for ducts in the tuning menu.
So it seems that the extension just isn't loading, the best I can think of is that there was file name change from CreateBrakeDuctSliders.lua to createbrakeductsliders.lua, and the modscript.lua tries to load the capital camel case name and cant find the new lower case name. It's a shot in the dark but I've renamed the file back to CreateBrakeDuctSliders in the attachment, can you see if that fixes it please
Hi, just tried this and still nothing. The tire wear element of the mod is working fine but i cannot adjust the ducts in the tuning menu as before so my breaks always overheat. I tested with the 2.0 version with other people on the server and found we all could get the mod to work temporarily by first joining a single player session with only your mod activated and then joining the multiplayer session, which would make the tuning options how up. Once we closed the game or left that multiplayer session it would stop working again. If no one else is reporting issues my guess would be it is a conflict with the beam joy plugin which is causing it.
Hey there, I'm new here (first post pretty sure), is there a way to easily adjust the rate of wear? I find myself wanting to have the tires go critical much earlier, as I'm not the best driver and usually crash before getting under 50% or so. Edit: saw the response a few pages ago from Dec 2024 about changing the lua file. Is this still currently the only way to go about it?
Yeah, I agree with the cute scythe guy. I need a slider for wear too. Can't have my tyres exploding after exactly two reverse entries. Otherwise, great mod :>
I also agree. With the tyres on the stadium trucks, doing a burnout on tarmac explodes them in like 3 seconds
hey, just wanted you to know that the pigone cant its tire warm by driving or even hard driving, it just gets colder and colder. i wish if u can look into this problem
I am also having the same issues without using BeamJoy and only Cobalt Essentials I tried both versions of the current mod version The old version used to work in terms of brake cooling but it seems it now also does not work (the adjustments are there but do not do anything)
Since nobody is willing to fix the BrakeDuct issue i hereby present to you a fixed version of the Tyrethermals mod V20.1 Changes made: Added logging for brakeduct settings to potentialy target more upcoming issues better Removed the sendMailBox brakeducts setting from the function onSettingsChanged Added sendMailBox brakeducts setting to the onVehicleSpawned function Instead of sending the core_vehicles gotten brakeSetting in sendMailBox we now send the already known variablesById[vehID]["$WheelCoolingDuctFront"].val variable defined in the onVehicleSpawned function use load and setExtensionUnloadMode in modScript.lua and .lua extensions Change the name of the modScript.lua from modscript.lua to modScript.lua (May be the whole cause of the mod not loading sometimes) What caused the issue? According to my debugging the onSettingsChanged function does not get called after spawning a vehicle causing the brakeDucts settings to never reach the vehicleLua. After calling the function in the onVehicleSpawned function i also noticed that the function gets the wrong values due to being called to early. This was fixed by sending the brakeSettings value defined already instead of the core_vehicles value which seems to take some time to update If you find any issues you can DM me on Discord: Unshown To the mod maker/publisher If you need further infos about the changes feel free to DM me on Discord. You may also just use this fixed version for your next update
if you are like me and have purpose built 900+ hp maybe dont use this. the tires heat up and pop way too quickly (im talkin like 3-4 seconds) into the burnout. i suggest making a thing in the UI that can make it easier/harder to pop the tires.
Great mod idea! However, I noticed an issue with how tires fail during a burnout or drifting. Currently, the tire just "deflates" (slowly loses pressure) until it's flat. In reality, during a burnout, the tire should "pop" or "delaminate" from the heat and friction, often jumping off the rim entirely. Right now, tires in the mod seem to only burst at extremely high pressures (like 225 PSI), which isn't how it works during a burnout. Could you adjust the logic so that instead of just losing air, the tire has a chance to physically "blow out" or "pop" once it reaches a certain temperature/wear threshold, even at normal pressures? This would make the drifting and burnout experience much more realistic. --- Post updated --- Great mod! I have a simple suggestion to make tire blowouts more realistic without complex physics changes. Currently, tires just deflate during burnouts, which feels wrong. Since BeamNG already has a built-in "burst" mechanic at high pressures (around 225 PSI), why not use that? Could you change the logic so that instead of deflating, the tire pressure gradually increases during high-friction situations? Specifically, when the wheels are spinning much faster than the car is moving (like during a burnout against a wall, holding brake/gas, or high-angle drifting). Once the pressure hits that 225+ PSI limit from the simulated heat, the tire will naturally "pop" and fly off the rim. This would perfectly simulate a tire bursting from a burnout using the game's existing mechanics