i... think thats just a texture issue try deleting any mods that could be conflicting, or clear cache
In addition to the post about shadows in dynamic mirrors. If you set the game to night, then my fps increases by almost 10 frames, I believe this is due to the fact that at night you do not need to draw shadows in dynamic mirrors. Therefore, I ask you to add the option to disable shadows in dynamic mirrors in the settings. --- Post updated --- for example, on the map of east coast usa there is a section of road around which there are many trees that cast a lot of shadows on the road. In this section, my fps drops to 25 frames per second due to the fact that dynamic mirrors need to draw a lot of shadows, but when I drive this lesson at night, my fps is much higher and there are no drawdowns in this section. Therefore, I ask you TO ADD THE ABILITY TO TURN OFF THE DISPLAY OF SHADOWS IN DYNAMIC MIRRORS.
I know nobody cares, but I finally figured out what's causing the issue. It's the game not liking my steering wheel. Whenever I have it plugged in, it will be fine and not lag at all until I bind the Steering (Axis) keybind to my wheel. As soon as I do that, the game will start giving me those lag spikes every time I shift gears. Again, ONLY once I bind the wheel to the steering axis. I'm at a loss. Am I just not allowed to play with my 250$ wheel anymore? This is really sad, I play exclusively with the wheel anymore EDIT: Okay, so upon further testing I figured out the problem isn't just the wheel...the game isn't liking the force feedback. As soon as I turn the force feedback on my wheel, that's when the lag spikes start. I'm glad it's not my wheel in general but not having any force feedback SUCKS, like I may as well use a controller lmao. Is there any chance that could get fixed in a future update? My wheel is the PXN GEN9V2
I would like to report a bug with materials on custom license plate sizes. 1. When using a plate of custom non-standard size (for example 34 cm x 20 cm), its materials don't load correctly, so these plates have different shade of color (usually way darker) than standard EU plates and in many cases embossing on them is either barely visible (the right part of image 1) or too prominent. 2. When I'm changing one value in my license plate material .json file (in this case: "34-20.materials.json"), for example "metallicFactor" from 1 to 0.99, after saving the file with Ctrl-S, the correct license plate material is immediately loaded, so now the plate's color is exactly the same as on the EU plates - exactly like it should look (the left part of image 1). 3. But after reloading with Ctrl-R (as well as after restart), the material turns back to previous, incorrect one (the right part of image 1). Cleaning the cache doesn't fix the issue. I'm using Direct3D11 renderer. "34-20.materials.json" is the same file as from vanilla EU plates, but with "52-11" changed to "34-20". The path to the material .json file is: "vehicles\common\licenseplates\cep_plate_models\34-20\34-20.materials.json". For comparison, here's a second image (with a different plate design), with top plate being a default EU (52 x 11 cm) plate (displayed correctly), while the bottom plate is a custom 52 x 11.4 cm plate from my mod (displayed incorrectly). As you can see below, there is no difference in how I define the plate textures between both sizes: Code: -- standard size "52-11": { "size": [1040, 220], "background": "vehicles/common/licenseplates/cep_de1994/de1995_52_11.png", "normal": "vehicles/common/licenseplates/cep_de1994/de1994_52_11_n.png", "emboss": 0.0, "finish": { -- rest of the format definition ... -- custom size "34-20": { "size": [680, 400], "background": "vehicles/common/licenseplates/cep_de1994/de1995_34_20.png", "normal": "vehicles/common/licenseplates/cep_de1994/de1994_34_20_n.png", "emboss": 0.0, "finish": { -- rest of the format definition ... It's very possible that the issue might be with initial material loading, because updating the file when the game is running causes this material to render correctly. I'm not the only one who has this problem. Other license plate mod creators also confirm that this issue exists. If any developer wants to fix it, I can provide my mod's .zip file, so they would know how these custom plate sizes are implemented. I want to be sure that I did everything right and it's just a bug and not me forgetting to, for example, load materials in the Lua code. Also, I would suggest adding something about mandatory files like modScript.lua, which aren't covered by the license plate tutorial in the "Converting Old License Plate Mods" page, as my mod didn't use these files at all until the 0.39 release and I was confused on why my Lua logic files weren't visible. Edit: I found out that this command: extensions.hook("onFileChanged", "/vehicles/common/licenseplates/cep_plate_models/520-114/520-114.materials.json", "modified") issued in the console (GE - Lua) fixes the material temporarily, until the next configuration change.
Hey guys, if someone has somehow an idea of why my West Coast map lacks props like bridges and sidewalks.. I have no map mod activated and only 33 repo mods actives since the update... don't know what can be the cause...
the S 310 doesnt have an interior design just like 190d configs, and of course the exhaust is a regular one instead of a sport one
I’d really like to see some of the flexibility from the previous UI brought back. First, please allow HUD/UI apps to remain visible while tuning or configuring a vehicle. The new side menu is useful, but it does not replace apps such as the torque curve, weight distribution, wheel alignment, and other live vehicle data. Being able to see those while making adjustments was extremely helpful. A few other improvements I’d like to suggest: Add the ability to set a specific HUD app preset as the default. If this already exists, it should be made easier to find. Add an option to prevent the simulation from automatically pausing whenever a menu is opened. Allow live updates to be enabled or disabled separately for vehicle configuration and tuning, rather than using one setting for both. Allow an existing saved vehicle configuration to be overwritten directly, without needing to remember and manually enter its exact name. Edit: Restore the up and down arrows beside slider value fields so values can be adjusted in clean increments without manually retyping them. The new UI is more approachable, but some of the functionality and efficiency available to experienced players has been lost. It would be great to see these options restored or added as configurable preferences. Edit: The new Tuning menu on the right of the screen doesn't listen to the "Max UI Content Width" setting. Edit 2: Please see my extended thoughts here: https://www.beamng.com/threads/0-39...e-configuration-workflow.110767/#post-1952428
Like what is this, Tried everything now and any other game plays fine Tried fresh install Deleted Appdata folder Reinstalled drivers Vulkan or DX same result Ryzen 9900x - ROG 5090 - 64GB
for the people that are having issues with vulkan and RTSS see temp fix below: https://www.beamng.com/threads/vulkan-api-–-feedback-known-issues-and-faq.79967/page-38#post-1952429
Just thinking out loud here but would it be possible to place the metering window based on the headlight object heading? That way it'd adapt to all content automatically? Honestly I have very little to complain about the update, it has met all my expectations, and I haven't seen any egregious performance issues either. I just would like to see AE improved and the graininess of local light shadows to be improved (which may also be an artifact of the AE problems, I dunno) Also for cinematics purposes it would be nice to have full manual exposure controls too, I'd like to be able to lock exposure if I have a scene setup --- Post updated --- This is the graininess I mean, you can see it with most local lights and some high contrast scenes. It seems to be caused by the shadows interacting with the normal maps? --- Post updated --- Is it cause the local light shadows aren't being filtered? Sky light shadows have a slightly visible dithering pattern but they look much better and less distracting to me.
As a Linux user I just want to say thank you for the work you have done to make the game work on Linux. I bought Beamng back when windows 7 was a thing. When Windows 7 went end of life I switched to Linux. At that time I could play Beam on Linux, but it wasn't a good experience and many things were buggy. So I stopped playing for many years. It was a surprise when about a year or so ago when I learned you had a version running Vulkan. It was a vast improvement and I could actually load more the one vehicle without lagging. Sadly my old windows 7 PC was getting too slow to handle the new updates that had happened over the years. It was struggling more than I remember. Some of the newer vehicles with more complex Jbeam structures were too much. I could at least still drive the covet without lagging. It was time to retire my old PC and get a new machine. So now with a more powerful machine I thought I would download Beamng again and try it, only to find you now have a Linux port! I installed 0.38 last week and now 0.39 is here I am amazed at the difference! The new graphics and UI are stunning and the force feedback feels better than I remember too. There has been so much detail put in to the game over the years that coming back to it after such a long time makes it feel like a new game! I am having an issue with screen tearing and v-sync playing silly buggers. For some reason when v-sync is enabled the FPS sometimes goes above the refresh rate of the monitor and everything goes choppy until it decides its going to latch back on to the correct refresh rate. Using the frame limiter and v-sync at the same time causes horrible screen tearing, but that does fix the choppy stutters when the FPS was going above the refresh rate of the monitor. Removing the limiter and v-sync and letting it rip at several hundred FPS makes the tearing less noticeable, but the fan noise and heat generated doing that is undesirable. I'm sure there is some setting in Linux that needs adjusting so that I can get the v-sync to work properly in Beamng, I just need to figure out what that setting is. Anyway, sorry for the long waffle, but I'm so pleased with this update and all the hard work you guys have been doing!
Excellent update despite the slightly lower performance in my case keeping my old settings. Weird shadow appearing at certain angles: Many graphical problems on the MD series schoolbus, may be common to other vehicles, I noticed these on the MD series: - The amber/red lights may cause seizures (see md_lights_bug.mp4) in Vulkan. The amber lights seem to reflect on the front mirrors causing this effect, the red lights reflect on something else that I could not pin point down. - The same lights in DX12 behave completely differently, but they're still bugged (see md_lights_dx12_bug.mp4). - Headlights turn off with visible steps in brightness, unlike other lights of the vehicle (see md_stepped_lights.mp4). This issue is visible both in DX12 and Vulkan. Front driver and passenger side windows of the Ardente are too strong:
Yeah, actually, you're right, now that you said that, it doesn't sound too hard, perhaps just small changes in the files? I have no idea but I might very well try to make it a thing and release it. But still, I would love for this to be an actual feature of the game
no clue if anyone else has replied, but i can get into track builder on grid map pure by using beamMP. go into the pause menu, beam mp. server list. then press the menu button in the top left to bring you to the main menu/home page (i have to press this a few times annoyingly) then more, track builder and it'll load forever and show the "start track builder here" button. Press F5 to refresh the game and once you've loaded back to the grid, you can press start track builder as normal. Super annoying they broke something that worked and that it went through testing, but i hope this helps you.
You know what the new menu music reminds me of? Uplink. No joke. (And that's a compliment.) After trying D3D11 and D3D12 back to back with a 6GB 1060, 11 gives better (but jumpy) FPS on relatively lightweight maps like Utah in return for noticeably worse (like worse than before, albeit some of the settings changes I already made could have something to do with that) graphics, but the framerate is just unplayable dogwater (also much worse than before) on heavier ones like WCUSA, and has excruciating loading times for everything including the menus. 12 can maybe be a little lower on maps like Utah especially when there are tire marks about, but doesn't take nearly as much of a hit on graphically-heavy maps. When I first tried the update (on D3D12), I was using local times and tried Utah at late evening, under which conditions cockpit view was -5 FPS (roughly) versus external. Today, bright early afternoon, cockpit view is +5 to +10 FPS. On WCA with the time set to midnight, cockpit view is once again roughly -5 FPS versus external view under the same conditions.
I copied the vehicles folder from the last .38.6 file to my current folder and it still wont show any of my configs i had saved. oh well..