And? I explained you we have reports and feedback coming through several channels (Forums, Discord, Mails, PMs, Socials, etc..). While we do our best to keep track of all of them, it is bound to happen we loose track of some. The worst thing that can happen is that we might ask the same question again to get context on the topic again. Is all of this worth making that post? Anyhow, not wanting to drag this further than needed..
Haha, actually did this all the way back when the e-Cherriers were added. Hence understand the effect of the brakes cooking themselves quickly, though was too lazy to add an upper speed limit at which to deactivate the system and a slight but permanently active amount of TCS at the motor side. The post earlier was in reference to IRL implementation, I think only the manufacturers' chassis/dynamics electronics engineers and OEM suppliers know the exact parameters on eDiff activation thresholds and the like. Can't find particularly detailed specs in owner/technician literature so far, only the basic operating principle and maybe the deactivation speeds.
Problem summary:The east coast map does not display vegetation material maps.But Everything is OK in safe mode. All mods have been removed and the cache is cleaned,But it doesn't work. Game version:0.21.2.0.11103(Latest version) Video card Hardware & Driver version: NVIDIA GTX 1050 / 27.21.14.6089 CPU:i3-7100
Thanks for bringing this up We have 1769 tickets in our issue tracker right now that needs to be resolved. Some things are more important than others, some get lost in the communication, sometimes we miss to reach out back to people and most of the time we are simply overwhelmed and -worked with fixing everything. Right now we are trying to fix force feedback during our christmas holidays because it crashes for people. So, I am sorry, we try our best, please bear with us Also, brought this to the attention of the devs
It seems my other post was overshadowed. Which differential is better for performance driving on the etk 800? The sport diff or the electronically locking diff? Also, the prerunner starves of oil when damaged certain ways even if it isnt upside down.
I (hopefully extensively) explained the reason for this here: https://www.beamng.com/threads/grap...adow-map-res-1024-to-2048.75479/#post-1261602
Got pictures of the damage when that happens? That sort of behavior sounds like instability going on somewhere. I've see that cause oil-starving issues quite often.
unfortunately not, but its a similar situation to what the hopper had (maybe still has) when the frame would touch the ground it would starve of oil.
IMPORTANT INFO: Frequent game crashes are in fact caused by my JATO mod. I thought it was a game issue, never tested the game without this mod. I uploaded a hotfix which should be approved soon. I am sorry for this. The reason was that my LUA file names contained capital letters. No idea why this affects game crashes since 0.21 but it does. Everyone check your LUA file names too.
Water splash sounds are currently not implemented. While there are plans for that, we can't provide any info on if and when that will be added.
The sport diff will be better for longer sessions as it doesn't use the brakes like the latter. There could be some subjectivity in terms of handling feel though, so try both out. Just tried this out. To double check, does this only affect the braking action based on TCS triggering? Where diagonally opposite wheel speeds are compared. (Editaroni: Waaaiiit a minute, isn't wheelslip now calculated using DSE's code?) Was looking into adding an upper speed limit to the eDiff logic too, and perhaps with some additional calculation factors that would hard limit or steadily reduce the max brakingcoef, maybe while also reducing sensitivity to wheel speed differences across the diff, above a certain intermediate "medium" speed. With car specific values, it would reduce or even eliminate the eDiff effectiveness during spirited driving. But it seems to be the case IRL, and it would still retain the necessary "get-off-a-split-mu-surface" ability at low speed. Combined with a degree of permanently active motor-only control from the TCS side, it would be a good solution for the e-Cherriers and potentially other future EVs with regular brakes. P.S. The revised tire rolling resistance is amazing, vehicles also seem to slow down better than before. Finding it harder and harder to justify keeping a copy of my modded-to-heck 0.17 on the SSD.
Speaking of water splashes. Any plans to make them more subtle on low speeds? Right now they looks too big when, for example, car is just sitting in the river and water flow is creating big splashes.
I've got to say it's a great update, as the game continues to look and feel better and its performance increases as well. There's one thing with the light tho, which is that using the car's light, be it the brake lights or cycling the light stages, impacts the shininess of the car's body and the reflections on the mirrors. It does not appear to make a difference which light is turned on but rather if a light is turned on and it happens in "normal" mode as well as in safe mode. The car used also does not seem to make any difference. To be honest, I can't say if it's only happening in the 0.21 update as I haven't used dynamic reflection in a long time. So if it is a known bug or a mistake on my side I do apologise.
First things first- notice you are way below recommended specs. So no guarantee this would work, but: 1. try to disable ambient occlusion in the graphics menu. That was the main graphic change to the engine AFAIK, and looks like your system is really lacking on the GPU side, so I assume the issue is with that. I noticed myself some strange artifacts caused by (I assume) the new AO settings mixed with "low" graphics preset, back in 0.21.0. Also, I didn't manage to replicate the bug in Safemode so I never bothered reporting it, as it kind of 'fixed itself' when I reverted back to the "normal" graphics preset.
My game had updated thru Steam but no new updates was released. UPD. Seem that addressed FFB problems.