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0.12.0.4 Discussion/Feedback/Bugs-Reporting Thread - READ #1 POST!

Discussion in 'General Discussion' started by Nadeox1, Mar 23, 2018.

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  1. Capkirk

    Capkirk
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    I do agree that pricing in beamng is a bit weird. A lot of the older cars seem to be worth their original new prices accounting for inflation, while the 80s cars are worth their deprecated 2010 price, and the modern vehicles are worth their original price.
     
    • Agree Agree x 4
  2. RiFlech

    RiFlech
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    I'm not sure if this has been reported yet...

    On the Campaign: A Rocky Start, on the race between us (Rusty D15) and a Red Roamer, This happened on the race:
    screenshot_01242.png (The lights, and the dashboard has no texture)

    After you finished the race, It stays the same, until you started another race/delivery
    screenshot_01243.png (Picture taken straight after I started the next closest delivery)

    Is it anything to do with bugs?
     
    • Informative Informative x 2
  3. NickMsiGaming

    NickMsiGaming
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    Oct 31, 2016
    Messages:
    55
    Yes it was, but the latest update fixed the issue, none of my cars get stuck there anymore! The mods I used then I still used so I believe it was a base game issue to begin with...
     
  4. Brickfalcon

    Brickfalcon
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    I think I found an issue on the ETK driver center map. Ai path goes too far
     
  5. Michaelflat

    Michaelflat
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    I know it's not about this version, but i think the Legran's 4-Speed auto should have lockup occur in only 4th gear. Lockup in 3rd gear makes acceleration really poor. So to carry on accelerating hard, you push and kick down into 2nd, making lots more noise than necessary.
     
  6. fufsgfen

    fufsgfen
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    Has others experienced such that when you drive with automatic transmission and then switch to P, nothing happens, except gear is at neutral and P is displayed?

    P, parking position should lock transmission I believe.
     
  7. Michaelflat

    Michaelflat
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    look at first post. It's known there is no brake in P
     
    • Informative Informative x 1
  8. DriftinCovet1987

    DriftinCovet1987
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    Actually, the Burnside, Miramar, and Barstow's current pricings are not far off from their real-life counterparts.

    According to Hargerty, a concours-condition 1954 Desoto Firedome is worth about $20K, with excellent examples going for $16K.

    Meanwhile, pristine all-original 1964 Coronas can go for as little as $2,900 or less, like this Deluxe Automatic example bought in 2016. (https://barnfinds.com/2900-california-corona-1966-toyota-corona-deluxe/)

    Also, according to Hagerty and NADA Guides, even the top-of-the-line Ford Mustangs from '69-73 (like the '69 and '71 Mach 1) are trading for about $40K-80K on average, with base-model Torinos from the same period are going for about $10K-20K.

    Therefore, I could reasonably see how the Burnside, Miramar, and Barstow could be worth how much they are worth now. They are not a problem to me.

    While the post-2005 cars are perhaps worth a bit much for what they are, my only real issues (relatively) are with the K-Series. That could be worth about $10K less for the base-model versions, with about $15K-20K knocked off for the sporty versions. The Kc6t and Kc6tx are worth about as much as a turbo V8 version could be worth, but even then, that's not too much of an issue for me. To be honest, I'm mostly fine with the modern vehicles' current values; it's mildly annoying, but nothing that I can't get over.

    No, the only vehicle which is worth far, far too much in Beam is the bus. That's the only unreasonably-priced thing in the game.

    However, I feel that I've been a bit too harsh on this update, and I think that many people think that I think that this update is bad. Far from it; this is quite possibly the best update yet.

    *I ADORE the new engine tuning options and how much potential it brings. I've been having a ton of fun messing around with all the long block options and the rev limiter, wringing out tons of power from vehicles which previously would be severely limited in terms of horsepower. For example, I can now tune a Covet engine to 350+ horsepower without NOS, and I can get a Bolide 320 up to 300+ horsepower without issue. That's amazing right there.
    *The bus itself is very well-built, tons of fun to play with, and its bus mode has given me invaluable information about street names, building names, and location names in ECA, JRI, and WCA. I love that the bus comes with everything that a bus normally would come with (and that everything on it is functional) - great attention to detail there.
    *WCA runs quite a bit better on my computer - about 4-5 FPS faster than before - and has some cool new excavator props placed around the map.
    *Finally, the modern ETKs' new turbo option - while not exactly the V8/V10/V12 that I was hoping for - is a decent stand-in while the aforementioned better engines get modeled (if they do, that is).

    Overall, thanks for the update (belatedly).
     
    #468 DriftinCovet1987, Jun 6, 2018
    Last edited: Jun 6, 2018
  9. DD-Indeed

    DD-Indeed
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    Jun 22, 2016
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    I dunno that is this reported, but the current build has significantly slower and laggier UI than previosly and the game tends to crash on startups, propably because of that.
     
  10. PainyTOXA

    PainyTOXA
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    Sep 29, 2013
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    Yep, menus are painfully slow. Sometimes it's ridiculous - if you open parts menu, the car drives fine at solid framerate while browsing parts takes almost 2 seconds for a click :\
     
    • Agree Agree x 1
  11. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    We are aware of the slow menu.
    It has always been like that, more or less.
    Usual reminder that mods will not make the UI faster, so avoid using too many at the same time.

    Said that,
    We are working on it and other UI related issues.
    Soon more info.
    :)

    That's very likely on your side, as we did not get any particular number of reports about that.
    Follow the instructions on the first post.
     
    #471 Nadeox1, Jun 10, 2018
    Last edited: Jun 10, 2018
    • Informative Informative x 3
    • Like Like x 1
  12. fufsgfen

    fufsgfen
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    I guess that should be slower :oops:
     
    • Informative Informative x 1
  13. GTR2legend

    GTR2legend
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    Typo in the description for "Industrial Jump Course" scenario, says "Drove" when I think it should be "Drive"
    screenshot_00014.png
     
  14. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Fixed, thanks!
     
    • Like Like x 2
  15. Occam's Razer

    Occam's Razer
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    This one's a bit of a weird one, but it seems like level parameters set in a scenario's .json are overwritten when the scenario is restarted.

    screenshot_00675.png screenshot_00676.png

    Cloud cover, precipitation, time of day, fog... unless it's set in the .lua file, or an object added in the .prefab, the level resets to default completely once a scenario is restarted. I'll have to see if this happens with custom levels, too.

    Edit: Yup.
    screenshot_00677.png screenshot_00678.png
     
    • Agree Agree x 2
  16. Gh05t

    Gh05t
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    This has happened with me too.
     
  17. crazikyle

    crazikyle
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    A small oversight I noticed, if you set the AI to flee when you are towing something, the trailer will act as if it could move, and lock up the brakes. Maybe AI should be disabled for vehicles without engines?
     
  18. Nadeox1

    Nadeox1
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    BeamNG Team

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    We just release a small patch (0.12.0.4).
    It's to address an issue with the launcher and some Windows 10 versions (in particular the 'Insider' branch), where the game would not launch.

    It should be available on both Steam and Humble Bundle already.
     
    • Informative Informative x 7
  19. Josh

    Josh
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    Works now ! Thanks
     
    • Like Like x 1
  20. Michaelflat

    Michaelflat
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    It's not only this version, but the node grabber when connecting two nodes needs to have some sort of strength control like with normal node grabber, this is because i use it to tow cars and then the cars meet as the strength increases (i don't know what defines it, don't think it's distance) and they explode because the bumpers are squashed together, crashing the game. I think it should be more elastic like the normal nodegrabber where the distance between the nodes defines the strength.
     
    • Agree Agree x 2
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