Edit: That's my fault, I didn't even enable multiscreen render but after entering fullscreen mode it enabled itself. Sorry.
You could technically have every spawned vehicle have dynamic reflections but the render engine only renders ONE real-time cubemap. The performance would be the same but it wouldn't look right on a lot of the other vehicles because they would be most likely far away from the cubemap origin.
You need to verify intergrity in the BeamNG Launcher, then verify integrity through steam. If it doesn't help, then you need to reinstall the game.
Unusual frame drops in this small pebble suspension testing section of gridmap. Seems to only happen when you go fast enough so you'll need a faster car. Not sure if this can be fixed. FPS drops below 50, and right when you get out of the section, even if it's so small, FPS increases.
This still hasn't been fixed in the new update: https://www.beamng.com/threads/lua-extensions-not-loaded-when-activating-mod.78592/ --- Post updated --- Apart from the update breaking UI apps, the search feature when adding a UI app seems to only filter by third-party UI apps mod's internal name rather than their display name...
The refreshed Gavril truck (short bed regular cab) appears to have the uplevel roamer interior. I don't remember a wood steering wheel on this base level truck previously.
Something tells me you shouldn't be able to see this... (It's the object the player controls when you exit your vehicle)
Does anyone know why there are absolutely no cars showing up on the vehicle selection screen? even after clearing cache and verify file check.
Intentional probably. Like, Gavril used the same interior/wheel in some of their cars, I think that's what it's trying to show here
Another bug in the newest update: the E70-14 Bias Ply Redline tires have no texture (tested with the Gavril Barstow)
In relation to the new oil damage system I noticed that with piston ring damage the engine oil mass still decreases at the same rate when the engine is switched off? Also it seems very difficult to get engine oil starvation at all or see any resultant damage, even when running race tyres, weight reduction and roll cage. I've even tried on purpose by simply driving in the tightest/highest G circles possible which sort of makes the race oil pans pointless.
This is because of the Maximum Safe G shown in the Engine Thermal Debug and in the jbeam file does not actually mean maximum safe g. According to my experiment, a maximum safe g of 1 means maximum safe bank angle is 45 degrees, and the maximum safe g of 10 means maximum safe bank angle is 90 degrees. Also Use the nodegrabber to roll the vehicle 90 degrees, then When set "Maximum Safe G" to 2 the "XY Starvation" shows 8.000 When set "Maximum Safe G" to 5 the "XY Starvation" shows 5.000 When set "Maximum Safe G" to 8 the "XY Starvation" shows 2.000. When set "Maximum Safe G" to 10 and above only the "Z Starvation"(vehicle upside down/bank angle over 90 deg) will cause starvation.