when a piccolina's engine is on fire, and the engine isn't running, (i presume because the fan isn't running) the engine temperatures spike up ridiculously high, nearly to the order of e100:
Since Small Island remastered map was introduced in-game I experienced stuttering, nowadays I still experience it. The first day that I tried, I deleted cache, removed my mods, tried in safe mode, no success. I tried again after a long time (I even formatted the PC in between) and I still experience stuttering. I'm a quite sensitive person for thinks like that and I get motion sick every time I try. Not a bad PC, I7 7700K OCd - GTX 1080ti OCd - 16GB DDR4 3200Mhz and game runs in a SSD with updated drivers of everything and newest W10 version. I hope there is some kind of fix somewhere that I missed. Thank you so much devs!
1. Instability detected in Barstow's 4-link rear. Most 15" wheels, narrow track width, and high tire pressure results in shaking, rear axle shattering and spring collapse under stress. TrackSport, 50 psi, minimum track offset: 2. Unnecessary intake slot "Empty" in Bolide's engine part selector. It works like a stock intake.
On the Burnside, the front and rear bumper slots are under the body, when they should be under the frame like every other body-on-frame vehicle. (They are actually attached to the frame and not the body, you can see this when you manually move the slots to be under the frame.)
I don't know if it was said before, but the D35 Pig has two beams remaining attached to the hood when it is pulled off. The hood also follows the car, if going away from it.
the reason for this is so that they get lowered 0.05m with the rest of the body on the chopped&channeled version.
Not a serious issue, but the AI on one of the offramps on West Coast seems to go both directions when it really should be just one:
Something I've noticed with modern manual vehicles is that there's rev hang when shifting: when you press in the clutch the revs stay stable before falling, and it's due to having an electronic throttle body rather than a mechanical one. However, with the modern vehicles in BeamNG.drive, this isn't an issue. Either Cherrier has perfected the electronic throttle body or this isn't simulated yet, just something to note.
The I5 Engine of the Vivace has identical stats for Stage 2, Stage 3 ECU and RACE ECU: STAGE 2 STAGE 3 RACE ECU:
I have just rechecked. No, I did not. Since the Stage 3 and Race ECU only seem only to increase boost pressure it the difference was not visible with the stock turbo.
Yep, that's by design. Tuning in these cars always includes multiple components if you're going so high.
One can drive the Gravil D-Series without a fueltank Steps to reproduce (I also tested this in safe mode): Select the D-Series Switch the bed to the "Off-Road Flatbed" Add an auxiliary fuel tank to the flatbed Remove the normal fueltank (the car now uses the fuel from the auxiliary tank, which makes sense i guess) Rip of the auxiliary fuel tank with the "ctrl" key and your mouse Enjoy your wireless fuel The game thinks that the auxiliary fuel tank is still attached to the flatbed, so eventually you will run out of fuel. Auxiliary tank ruptures are also ignored.
Will we ever get back that experimental mode where you test features when something is near complete?
The engine debug overlay still shows ~90l of fuel in the tank. While driving the overlay predicts a range of a few hundret kilometers. So basically you can drive how much you want.
Does the K-series highway police not count as a police car? I spawned a bunch of them and changed all of their siren sounds (possible cause?) and set traffic to 'play', none of them tried to chase me after multiple bumps and attempts
Well, that's good to hear. I certainly enjoy the realistic approach to tuning modern vehicles - but are we going to be seeing adjustable race ECUs or turbochargers, as well as performance and heavy-duty long blocks, for the K/800 and FCV? I feel like those cars could/should receive those parts for at least the 3.0L L6s in the K/800 and the 1.6L/2.0L petrol L4s and 2.5L L5 in the FCV. Also, a few bugs: *Vivace still doesn't have population data *Sunburst left taillight doesn't have a value *While the Hopper's 4.5L V8 swap is worth $16,300...its 5.5L V8 swap is worth $1,900. *Despite being the only engine available in a sporty configuration, the '96 Pessima (midsize)'s 2.7L V6 does not have a sport ECU. The 1.8 SOHC and 2.0 DOHC L4s do have a sport ECU. *The '88 Pessima's GTRX front side splitters have different values despite being the exact same part. *The Miramar's SOHC engines do not respond well to the performance long blocks, with the stage 2 block actually reducing power compared to the Stage 1 block. This makes these engines virtually untunable. (1.6 SOHC) (1.9 SOHC) *While the Moonhawk and Barstow V8s' heavy-duty long blocks rev smoothly to 7,500 RPM... ...all their performance long blocks have a sudden drop of power at 7,000 RPM.