I have noticed this have gotten much worse in the new update (its sadly just how the replay system is built) All the loose parts flying off props or cars, are linked to the ref-nodes. (the nodes that let the cars know what is front, back, up, down, left and right) If the part that the ref-noes are a part off is bouncing around, all the other parts will bounce as well. Hoping for a better solution to this in in the future .
Bumping one last time for now, still seems like there are enough non-factory Sunburst configs for another subgroup. (On another note, thanks for cleaning up the Ardente config descriptions. On another other note, nobody mentioned the alignment of the text in the top bar being a bit off...)
Hello, Thank you for the great update! I have collected some notes and minor complains, where I would please ask you to have a look at: Autobello Stambecco: The rear quarter glass options are only available on the 6x6 vans, while the 4x4 vans only get the metal filler panels. The glass panels would be also be neat on the 4x4s. Bruckell Bastion: 6.5L V8 weighs 105kg more than the 5.7L V8, although both are aluminium. This seems a lot for 800cc more displacement. Bruckell Legran: With the Inline 4 the halfshafts and transfercase are offset (See screenshot Legran 1 + 2). Bruckell Moonhawk: The 309cui and the 378cui V8s weigh exactly the same. Cherrier Vivace/Tograc: The rear hatch doesn't open very far. Civetta Bolide: The GTT doesn't have a front badge (looks kinda empty). And there are no fender badges at all. Civetta Scintilla: The fender badges are black, while all other badges are chrome. Would be cool to have black and chrome options for all badges. ETK 800: The carbon roof is not lighter than the standard one. Hirochi HT-55: It would be a good option to have an adjustable final drive. Hirochi WL-40: Would be nice to have a pintle hitch option in addition to the front hitch plate, so that you could connect two of them together (or connect to the rear of a T-series). Gavril Barstow/Bluebuck: The 423 V8 doesn't have much torque for its size and when compared to the other two V8s and even the I6 (torque/displacement). Because of it, the maximum power is also rather high in its rev range. Soliad Lansdale: The sport fuel injection on the 4.4L V8 has slightly less power and only a little bit more torque than the stock fuel injection. Giant Flail: Would be great to have pintle hitch options in addition to the tow hitches, so that you could connect it to more vehicles and also could connect more vehicles together with it. And here are some things I noted before in the 0.38 Discussion Thread: 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 GTz screenshot). 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, TTsport 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 allows 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). Bolide: The targa-variants of the Bolide don't have door windows. Because of this (and the missing roof) the targa is lighter than the coupe. I think it should have rolled down windows like the Scintilla spyder, so that the weight of the windows is still there. Bolide + Scintilla: It would also be cool to have some place on the Bolide and Scintilla to store the targa roof/roof panels. For the Bolide there might be enough room behind the seats. And the frunk on the Scintilla looks big enough for the roof panels. Stambecco: No trailer can be attach to the tow hook. It would be better to have a pintle hitch (like on the T-Series) instead. And the petrol engine has very little low end torque. An engine that has been specifically designed for an offroader should have lots of low and midrange torque (like its real life counterpart, the Puch Pinzgauer). Would be cool if the torque-curve could be adjusted. Also it would be nice to have something like a storagespace on the other side of the fueltank. The pinzgauer for example has two small boxes there, one containing the battery (Some owners have also replaced them with a second fuel tank). Thank you very much! Have a great day!
i wont even talk about this update anymore, i'm fed up with it already... WHY'S IT NOT USING ANY RESOURCES GODDAMN IT, 0.38 actually used it to: make the game run good, make the game look good too
@Igorr check your per-core loads. The system monitor will show you an average load across all your cores
This wasn't mentioned in bugfix notes but v0.39.3 seemingly fixed this issue on D3D11 with integrated intel GPUs Before After Not sure how many people were having this issue but if you were, look to see if it is gone. P.S. The game is beautiful.
The only issue i'm facing is that HUD App scaling is completely bugged, and trying to move/scale UI Apps only scales them alot and keeps bugging out (i cleared my cache already)
idk why, im basically having no issues, its a great update, but, i do wanna say crashes randomly happen and like worst thing is that i was going to test a drag vehicle i worked on in vehicle config for a long time and a random crash happened and i didnt save the config so a crashhappened and like it said beamng stopped working then just skips to an error code that says 0x0000001
idk if its supposed to but the cherrier ardente saves in the vivace configs but idk if thats suupposed to because there same platform or somthing
What CPU do you have? BeamNG only uses the performance cores, not the efficiency cores, so Task Manager shows less usage because only a select amount of cores are being used. Also, your CPU may be a bottleneck, so that's why GPU usage is also not at 100% because it has to wait for the CPU. and your GPU only has 4GB VRAM, which is below the minimum requirement of 6GB. Are you using D3D11? D3D12 will cause low fps and performance issues because the GPU is too weak.
Can`t launch the game , my launcher says 0.39.4 and I am sure the hotfix that happened now was 0.39.3
i9 9880h no p/e core things 8 cores 16 threads not even throttling since it's at 70c and it starts throttling at ~90-95c (only if i play a 4k video, launch 2 games at once and run a cpu benchmark all at once, then it starts throttling) that gpu could run beam on normal settings at 60 fps and i didn't screenshot it but the game uses less than 2gb of vram as well dx12 and dx11 have no difference at all the game runs at 25-30 even no matter what settings preset i set --- Post updated --- i played 0.38 on dx 11 and got 60 (beamng needs newer amd drivers to run vulcan that amd nor apple won't provide, and the community made ones run like sh*t as expected) --- Post updated --- it's all ~ even
i see its an Intel CPU Intel's CPU's (100% the modern mobile ones, idk about the desktop ones) tend to have 2 sets of cores that are used for different things. using mine as an example: its technically an 8-core CPU, but half of them are slower and use less power. fairly certain BeamNG only uses the Performance cores, so you're only using half of your actual cores. if its a desktop, CPU could also be a bottleneck since the GPU has to wait for the CPU. your GPU is also only 4GB's, which is an issue, because BeamNG's minimum requirements for DirectX 12 are at least 6GB's of VRAM (to avoid Texture Streaming issues. and believe me, 0.39.0 looked like crap due to them ) so unfortunately because of the economy, your best choice is to upgrade, or try to squeeze as most performance as you can