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0.16 Discussion Thread

Discussion in 'General Discussion' started by Nadeox1, May 3, 2019.

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  1. EruptionTyphlosion

    EruptionTyphlosion
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    Better idea.

    Make regions simply a filter option in the vehicle selector. You should be able to sort by market.
     
    • Agree Agree x 2
  2. esesel

    esesel
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    Not just design changes but different engine options
     
  3. btcb48

    btcb48
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    90
    On the topic of high speeds, DCTs don't appear to have friction implemented correctly compared to other transmission types.

    "device.friction" is applied to "device.torqueDiff" and not "device.torqueDiff1" or "device.torqueDiff2", changing friction in the car's transmission jbeam had no effect. Only the latter 2 values contribute to "device.outputTorque1".

    The vehicles generally need more drivetrain losses and the simulation of this aspect could do with some improvements here and there. Especially for automatics, perhaps both fixed losses and dynamic losses based on RPM could be implemented, similar to engines.
     
  4. EruptionTyphlosion

    EruptionTyphlosion
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    LED Emergency Lights still work after being removed from the vehicle.
     

    Attached Files:

    • upload_2019-7-7_12-24-54.png
    • Agree Agree x 1
  5. EruptionTyphlosion

    EruptionTyphlosion
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    The front passenger door handle on the sunburst has issues with skin compatibility. This issue is not present on the front driver door. This applies to all skins.

     

    Attached Files:

    • upload_2019-7-8_13-14-16.png
    • upload_2019-7-8_13-14-43.png
  6. default0.0player

    default0.0player
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    After a few test in the ETK856t, I have to say that the shiftlogic of the automatic transmission is smarter. I just did some driving in the map American Road, spawn at the Default location and drive on same mountainous road over and over again. Accelerate and decelerate very gently and obey the speed limit, which is 25MPH to 55MPH depends on road condition. In the automatic 856t, shift to D and drive, it upshift at 2000-2100RPM and downshift at 1400-1500RPM. In the manual 856t, I did shift up very early at about 1200(downhill) to 1400(uphill).
    The result is 21.8mpg in the automatic and 20.6mpg in the manual.
    Note:I use 6th gear most of the time is the 6MT ETK, but the 8AT never shift into 7th or 8th below 55mph. Thus, the only cause of the higher mpg in the automatic is the better shiftlogic.
    BeamNGdrive-016038498-RELEASE-x642019_7_1021_24_50.png BeamNGdrive-016038498-RELEASE-x642019_7_1021_01_00.png
     
  7. EnbyMiata

    EnbyMiata
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    Now that we have tweaked and updated car sounds, when will Automation cars get updated sounds?
     
  8. killstreak451

    killstreak451
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    Dec 28, 2015
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    1,856
  9. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    On your side.
    Disable all mods and clear your cache.
    More likely a mod messed with those trees' materials.
     
    • Informative Informative x 1
  10. Goosah

    Goosah
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    Global Moderator
    BeamNG Team

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    Good find! Will fix that up.
     
    • Like Like x 2
  11. bob.blunderton

    bob.blunderton
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    Found a bug on the broken bridge model in Utah.
    One of the steel beams that spans the underside of the bridge just before the first column underneath has it's normals (faces) inverted.
    There's also a few odd-stretching UV errors around the broken asphalt chunks on the surface of the bridge, but that's minor (it comes from reshaping the faces are the UV's were done). This exists in 0.15 and 0.16 (latest).

    Link below to where the picture was taken.


    Also, while I was looking around the ETK Driver Training map, I noticed a lot of edging out of place, likely due to changes in decal road rendering code.
    Link below to where the picture was taken.


    There's many little errors along the edging (terrain grass flat texture showing on the inside of the edging) that folks might not notice, and a lot of areas where the asphalt isn't blended, but that's getting picky (but it's such a nice map to have it spoiled by these small graphical anomalies). This exists in both 0.15 and 0.16 game versions.


    Over-all, game is fun, still can't run my Los Injurus map in 0.16.x though (this only affects me and a few others). Can't seem to solve the issue. Using 0.15 for production for the foreseeable future. Turning off shadows seems to stop the lag, but shadows worked just fine on the last version (once a second, there's 0.5 seconds of lag, producting stop-go-stop-go-stop-go etc). Again map works fine in 0.15.x... Keeping fingers crossed hoping for a fix. For what it's worth I have an Radeon RX 480 and April 22nd drivers.
    Edit: fixed dupe pictures.
     
    • Informative Informative x 1
  12. ltntai

    ltntai
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    Mar 18, 2017
    Messages:
    656
    Hopper issues
    Somebody please try these out. Is it just my game that has air cooled uncookable engines?

    - Engine cannot overheat without the exhaust pipe. No need for radiator. "Works" on both engines, stock or heavy, NOS or not.
    - Removing windshield glass interferes with windshield bar accessory lights and front roll bar. 2, 3 or all of the lights will pop off and you may get short stubs, one bar and a stub, or both front bars. But never 4 lights and both bars without the glass. Also happens with latched windshield frame.

    1. No radiator + exhaust
    2. No radiator, no exhaust
    3. Stubby roll bars and flying spot lights
    screenshot_2019-07-13_18-46-25.jpg screenshot_2019-07-13_18-48-38.jpg screenshot_2019-07-13_19-37-16.jpg
     
  13. default0.0player

    default0.0player
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    A bigger problem is in an DCT vehicle, shifting from R to D drop RPM, leading to engine stall quite a few sometimes.
     
    • Agree Agree x 1
  14. General Sergal

    General Sergal
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    Aug 27, 2016
    Messages:
    67
    Have static crash when playing.

    Code:
    661.00491|E|GFXD3D11Device::_ErrorHandle|D3D11 ERROR: D3D11 Error #887a0005. Экземпляр устройства GPU приостановлен. Для определения соответствующего действия используйте GetDeviceRemovedReason.
    
    GFXD3D11TextureObject::lock - Failed to map subresource.
    661.00806|E|fatalErrorHandler|== FATAL ERROR HANDLER ==
    661.00812|E|fatalErrorHandler|D3D11 Error #887a0005
    661.00817|E|fatalErrorHandler|The GPU is not responding.
    674.47404|E|Crashreport|*** Trying to get Lua callstack
    674.47409|E|Crashreport|*** this is not the error, look above
    674.47414|E|GELua.main_static_crashrpt|
    =============== Stack Traceback >> START >>
    (1) main chunk of line at line 1
    --------------- << END << 
    Drivers last.
    Support id: 55823
     
    #754 General Sergal, Jul 14, 2019
    Last edited: Jul 14, 2019
  15. bob.blunderton

    bob.blunderton
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    You can try removing your configuration files first with the documents\BeamNG.drive\settings\game-settings files.


    Also, could be something else:
    That could be an issue with your display driver.
    Go on GURU3D dot com and look up under the utilities / video card utilities section 'DDU' 'display driver uninstaller'
    Download the software, then download a new version of your Nvidia driver from Nvidia website.
    Run display driver uninstaller program,
    restart machine,
    cancel windows automatic driver installation (if that comes up at all),
    then run nvidia device driver installer that you downloaded before(you may have to extract it, then run the installer program from c:\nvidia\driver_version???\setup.exe or something like that).
    restart machine when prompted to
    test out game!
    Moderators will know better than me but this fixes problems for most people.
     
    • Agree Agree x 1
  16. killstreak451

    killstreak451
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    Dec 28, 2015
    Messages:
    1,856
    anybody else's Miramars skins glitching?
     

    Attached Files:

    • 20190714150725_1.jpg
  17. General Sergal

    General Sergal
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    Joined:
    Aug 27, 2016
    Messages:
    67
    Looks like game have conflict with new drivers again
     
  18. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    The latest drivers (431.36) are working fine on my end, and nobody else reported such issue (the drivers have been out since a few days already).
    Probably something on your end.
     
  19. General Sergal

    General Sergal
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    Joined:
    Aug 27, 2016
    Messages:
    67
    747.93460|E|BEAMNGCEF::BNGCefClient::OnRenderProcessTerminated|MainGEUI | CEF Render process status: CRASHED
    --- Post updated ---
    and have much logs like this:
    Code:
    747.92335|E|GameEngineLua:Exception|[string "lua/ge/extensions//core/camera.lua"]:244: expect userdata, got nil
    =============== Stack Traceback >> START >>
    (1)  C function 'function: 0x0171edb33388'
    (2) method C function 'isContained'
    (3) Lua field 'isCameraInside' at line 244 of chunk 'lua/ge/extensions//core/camera.lua'
      Local variables:
      player = number: 0
      camPos = nil
      veh = userdata: 0x0171d35994b0
      vdata = table: 0x0171ecc9c098  {focusedCamId:1, jbeamConfig:table: 0x0171ec224730, cameras:table: 0x0171ec14b8f0 (more...)}
      camConfig = table: 0x0171ec154048  {name:orbit, enabled:true}
      oobb = userdata: 0x0171fd3b3408
    (4) Lua function '?' at line 13 of chunk 'lua/ge/extensions//sahmod.lua'
      Local variables:
      dt = number: 0.01332
    (5) Lua field 'hook' at line 483 of chunk 'lua/common/extensions.lua'
      Local variables:
      func = string: "onUpdate"
      funcList = table: 0x0171ec59e250  {1:function: 0x0171d35037e8, 2:function: 0x0171fd394cd0, 3:function: 0x0171ed568170 (more...)}
      (for index) = number: 5
      (for limit) = number: 12
      (for step) = number: 1
      i = number: 5
    (6) Lua function 'update' at file 'lua/ge/main.lua:348' (best guess)
      Local variables:
      dtReal = number: 0.01332
      dtSim = number: 0.013
      dtRaw = number: 0.0136758
    --------------- << END <<
    --- Post updated ---
    Code:
    771.72721|E|launchGame|process finished with exit code: -1
    771.72921|E|launchGame|interactive mode: showing unexpected error UI now ...
     
  20. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Aug 6, 2012
    Messages:
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    Looks like a mod is creating those issues ("sahmod.lua" is not an official file). Disable all mods and check if the issue is solved then :)
     
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