First of all, thank you to the devs for hard work and an excellent update. Now, few things I'm bothered by on the new lowrider: 1. You can't three wheel with it. There should be option for independent controls for all 4 corners, or at least for the rear. 2. I'm not an expert on suspension geometry but I'm fairly sure the front shouldn't gain negative camber when lifted all the way up. In my understanding it should gain slight positive camber or stay about the same.
I'm having the issue of where the New Lowrider White lined tires are invisible, but the other tires on that wheel will show. but just not those
go to options>controls>vehicle specific; set custom control for the bluebuck. independent control is in game, just not mapped.
You can three wheel it, hold raise front and whichever side you want to lift. T+F to bring bring the drivers side wheel up, T+H to pull up the passenger. As far as camber, I run mine at about 50% positive camber, so that it's fairly neutral when raised up. The reason it doesn't go positive camber is because the upper balljoint totally disconnects from the upper control arm. If it stayed together, there'd be 1, a lot less travel and 2, a lot more positive camber. That being said, not all independent suspension systems have a huge arc of camber. See this video at about the 6:15 mark
The video menu (& loading screen) bg still has the old ECA. --- Post updated --- There is a random fern floating in the air above Firwood.
I'm facing weird performance issues. Ever since i got 0.17 my fps has dropped. eg: gridmap went from 40-45 average to 25-30 or somewhere around that. Even with safe mode on. Nice optmization BeamNG Yes, I do have a potato. but i've never had such performance drops in this game.
my only gripe with the hydraulics is it doesn't bounce the car high enough, specifically on the front.
I’m having a sort of similar issue. I wanted to build a 2 door Bluebuck lowrider and when I selected the Luxo wheels (gold), they spawned without tires, front and rear. The tire parts value was “Empty” for both upon selecting the wheels. Everything was fine after I chose a set of tires for the front and rear. Just thought it was odd that they’d spawn without tires. I’m also having the issue where an undercarriage impact causes oil starvation. I have a custom modified (with official parts) 200BX and you can hear a slight crash noise immediately upon spawning the car. This used to not cause any issues, but now the engine will lock up due to oil starvation within one minute of spawning the car. I’m not having an oil starvation issue with unmodified 200BXs. I’m going to change some parts around and mess with the tuning to try to get rid of that initial impact.
ECUSA; tree and vegetation shadows cut out when closing in on them. Say im 10m away from a shadow of a tree and it disappears. Ivecleared cache and validated Steam files NOT reinstalled so input from other users might be needed. Dont have that issue on any other map though. Also, about the changes in shaders (now in folder Renderer and .json files, maybe more?), do they still use the finalPassCombine file where the tonemapping code is? Ive replaced that with my own but my tonemapping isnt working anymore so the contrast between light and dark tones ingame is gone.
For the next update/hotfix, please make the Navigation App part of the default UI layout. After watching several Youtubers and players struggling to navigate around the maps without a GPS of some sort, I realised that BeamNG is missing something that most racing games by default have and that is navigational tools. Obviously, more experienced players will know how to customise the UI, but for new/casual players who are unaware that you can add a GPS to the UI, they continue to struggle reaching certain destinations/landmarks and I feel that all of their problems would be rectified if the Navigation App was already part of the UI by default.
In the same arena as this is the much more obvious LOD swapping in ECUSA now. Once noticed it can't be unseen.
I have a R9 3900x and when I spawn traffic the game considers it's ok to load 11 vehicles (and in terms of performance it's ok) the problem is that despite the optimizations on loading vehicles the game freezes for a looong time until it has loaded all the vehicles. Could it be possible to load the vehicles on a different thread so it does not block the main one? or even I've read that every vehicle in the game uses it's own thread. could it be possible to make those threads the responsible to load the vehicle itself?
No, that's unfortunately not possible atm (and likely won't change in the future). We are always working on improving the spawn and reset times, but this probably won't go fully away.