yes. yet when I ran the game for the first time after reinstalling it, it works, but after closing the game and running it again, it no longer loads in the map and it keeps saying "spawning player". --- Post updated --- I also want to add that "BeamNG.ui.exe" stops working. so I guess the UI crashes during loading.
At least that works. Also, I had the same loading screen issue from 0.8 to 0.9, but recently the issue went away for me. It seems random.
Until this issue is fixed, I will post this everyday. The bolide's exhaust nodes do not line up with the exhaust mesh
Fixed steering breaking on D and H Series solid front axle with maximum track width Thank you for addressing the issue I mentioned before, but you fixed it partially. On enclosed video I present the bug is still present. Just to clarify, I am very happy about the constant work and overally very satisfied with the progress, but as much as I like offroading with Gavril/Roamer, this bug really is an issue for me. Also, please notice the wobble of the front wheels in the second half of the video. I hope it will be eventually fixed
My static mesh collision concerns seem to be a thing of the past. The Utah bridge, and a street in my Garfield Heights map, no longer have the collision bug. Thanks, devs!
so i have a question about the hotfix, what change made it 1.1GB? i don't think even the sound update itself was that big
Whenever i enable the triangle debug i can't see the blue lines which i assume is to show how the wind affects it or somethin
After hotfix the automatic transmisions became a little anemic, it was much better on 0.10. when i push throttle to maximum i expect the transmision will make instant reduction to lower gear. Now it takes couple of seconds before any reaction from AT. ps: Its even worst, just drive the D15 and after step on the throttle it can change to higher gear for a second, then back on previous gear, another secound and finnaly lower gear. newermind, i was testing on keyboard, need to try with wheel, i quess with direct throttle it will be much better
So in 0.10.0 I could assign sounds to custom engines yet still keep the new sounds for the original engines, which I strongly preferred. Now, lets say I create a diesel engine, my only options are to: A.)Overwrite the vanilla sounds so all engines in a vehicle sound like a diesel, or B.)Don't add a custom sound whereas my diesel engine now uses vanilla sounds which does not include a diesel? Doesn't make much sense as now its either use all vanilla sounds or all custom sounds on any given vehicle. Is there a work around? And just curiosity, is this all because one member had a meltdown over his custom sound pack not working before the hotfix?
You can create another soundgroup. Put all the sound files on a new folder at art/sound/engine/foldername; then create a new audio blend file put it at art/sound/blends/ name it foldername.sfxBlend2D.json Then assign your sound group on the specific engine you want using soundGroup on that engine jbeam. I managed to get it working https://www.beamng.com/threads/deve...r-contributing-post.1575/page-692#post-674429
I'm not sure if this is a bug or not. When driving a vehicle with an automatic transmission, shifting to neutral and back into drive while driving will always default back to first gear. This can result with an extremely high RPM that immediately damages the engine (20000rpm). I've attached two videos demonstrating this.
You're not supposed to shift to neutral and back to drive while driving as it will put a lot of stress on the transmission. It always was like that
Either a really broken mod, a broken install, or your default vehicle 'is not available' (For example you had a mod as default vehicle, and now that mod is removed/disabled). Go wipe the Documents/BeamNG.Drive folder. If that doesn't help, go for a clean install of the game ( https://wiki.beamng.com/BeamNG_FAQ#How_do_I_perform_a_clean_reinstall.3F ) Not a bug. We reverted to the old behavior since many wanted to keep damage when teleporting vehicles. It's on our ToDo list to improve that whole behavior for the future. Probably sounds. It's a single big archive. Any change would require you to download it more likely (Also Steam doing stuff for you, was barely 400MB here) There is a dedicated separate option for that in the debug menu IIRC.
Until this issue is fixed, I will post this everyday. I will also add a new image everyday The bolide's exhaust nodes do not line up with the exhaust mesh