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0.25 Discussion thread

Discussion in 'General Discussion' started by Leeloo, Jun 14, 2022.

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  1. P_enta

    P_enta
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    Joined:
    Jan 11, 2020
    Messages:
    3,029
    Also check your internal wheel wiring. It’s extremely thin and fragile so you could possibly have a fray
     
  2. hey_big

    hey_big
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    Joined:
    Aug 26, 2015
    Messages:
    153
    Issue with Hopper Dual Blue Beacon Light
     

    Attached Files:

  3. 3DTunes

    3DTunes
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    Joined:
    Feb 23, 2017
    Messages:
    328
    Trying to spawn in the Gavril Roamer causes my game to crash, even in Safe Mode.
    It gave me a 0x00000001 error code but reinstalling the game seem to have fixed the issue.
     
    #823 3DTunes, Jul 9, 2022
    Last edited: Jul 10, 2022
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,056
    Error spam in World Editor followed by game crash when rotating a vehicle with no flexbodies:

    Code:
    141.05764|E|GameEngineLua:Exception| [string "lua/ge/extensions//editor/api/valueInspector.lua"]:53: attempt to perform arithmetic on local 'r' (a string value)
    =============== Stack Traceback >> START >>
    (1) metamethod C function '__mul'
    (2) Lua upvalue 'radToDeg' at line 53 of chunk 'lua/ge/extensions//editor/api/valueInspector.lua'
      Local variables:
      r = string: "-nan(ind)"
      (*temporary) = number: 4
      (*temporary) = C function: builtin#86
      (*temporary) = string: "attempt to perform arithmetic on local 'r' (a string value)"
    (3) Lua method 'valueEditorGui' at line 793 of chunk 'lua/ge/extensions//editor/api/valueInspector.lua'
      Local variables:
      self = table: 0x027ab2c72160  {inputTextShortStringMaxSize:1024, inspectorName:mainInspector, inputTextValue:cdata<char [?]>: 0x027ae86565f8 (more...)}
      fieldName = string: "rotationEuler"
      fieldValue = string: "-nan(ind) 0 -0.262556612"
      arrayIndex = number: 0
      fieldLabel = string: "rotationEuler"
      fieldDesc = string: "Object world rotation as Euler angles."
      fieldType = string: "EulerRotation"
      fieldTypeName = string: "TypeEulerRotation"
      customData = table: 0x027ae795fdc8  {name:rotationEuler, value:-nan(ind) 0 -0.262556612, hidden:false, coloredLabelIndicator:true (more...)}
      pasteCallback = Lua function '?' (defined at line 168 of chunk lua/ge/extensions//editor/inspector.lua)
      contextMenuUI = nil
      fieldNameId = string: "##rotationEuler0"
      isDifferent = boolean: false
      fieldEd = nil
      fieldFilter = nil
      vec = table: 0x027b06a3eba0  {1:-nan(ind), 2:0, 3:-0.262556612}
    (4) Lua upvalue 'displayFields' at line 353 of chunk 'lua/ge/extensions//editor/inspector.lua'
      Local variables:
      fields = table: 0x027ac49789e0  {1:table: 0x027ae83e3568, 2:table: 0x027ae795fdc8}
      (for generator) = C function: builtin#6
      (for state) = table: 0x027ac49789e0  {1:table: 0x027ae83e3568, 2:table: 0x027ae795fdc8}
      (for control) = number: 2
      _ = number: 2
      val = table: 0x027ae795fdc8  {name:rotationEuler, value:-nan(ind) 0 -0.262556612, hidden:false, coloredLabelIndicator:true (more...)}
    (5) Lua local 'displayGroup' at line 530 of chunk 'lua/ge/extensions//editor/inspector.lua'
      Local variables:
      groupName = string: "Transform"
      fields = table: 0x027ac49789e0  {1:table: 0x027ae83e3568, 2:table: 0x027ae795fdc8}
      ctx = table: 0x027ae82b5c08  {firstObjectId:14789, editEnded:cdata<bool [1]>: 0x027ac45fdf88, inputTextValue:cdata<char [?]>: 0x027ad24cedf0 (more...)}
      nodeFlags = number: 32
      passFilter = boolean: true
      res = boolean: true
    (6) Lua field 'guiCallback' at line 562 of chunk 'lua/ge/extensions//editor/inspector.lua'
      Local variables:
      inspectorInfo = table: 0x027ac5602550  {fieldNameFilter:cdata<struct ImGuiTextFilter>: 0x027acc1e3b38, previousSelectedIds:table: 0x027acc023b20 (more...)}
      ctx = table: 0x027ae82b5c08  {firstObjectId:14789, editEnded:cdata<bool [1]>: 0x027ac45fdf88, inputTextValue:cdata<char [?]>: 0x027ad24cedf0 (more...)}
      firstObj = thePlayer
      commonFields = table: 0x027ae842eab0  {name:table: 0x027b044f8f60, className:table: 0x027b044f9038, isSelectionEnabled:table: 0x027b0ab00cf0 (more...)}
      fieldVal = nil
      sortedFields = table: 0x027abe98a320  {1:table: 0x027ae822af20, 2:table: 0x027ae822b060, 3:table: 0x027ac4ced3a0 (more...)}
      groupedSortedFields = table: 0x027abe98a558  {1:table: 0x027ab2d3ae40, 2:table: 0x027ac4978818, 3:table: 0x027ac4978998 (more...)}
      groupIndex = number: 8
      groupIndexLUT = table: 0x027ab2d3ad88  {Game:2, Ungrouped:6, Transform:3, BeamNG Physics:1, ObjectAnnotation:5 (more...)}
      general = table: 0x027ab2d3af88  {isExpanded:true, fields:table: 0x027ac433da48, groupName:Ungrouped}
      xform = table: 0x027ac4978998  {isExpanded:true, fields:table: 0x027ac49789e0, groupName:Transform}
      fieldIndent = number: 15
      displayFields = Lua function '?' (defined at line 347 of chunk lua/ge/extensions//editor/inspector.lua)
      setHeaderMenu = Lua function '?' (defined at line 400 of chunk lua/ge/extensions//editor/inspector.lua)
      getFieldType = Lua function '?' (defined at line 416 of chunk lua/ge/extensions//editor/inspector.lua)
      headerMenu = Lua function '?' (defined at line 425 of chunk lua/ge/extensions//editor/inspector.lua)
      collapsingHeaderMenu = Lua function '?' (defined at line 495 of chunk lua/ge/extensions//editor/inspector.lua)
      displayGroup = Lua function '?' (defined at line 512 of chunk lua/ge/extensions//editor/inspector.lua)
    (7) Lua local 'func' at line 766 of chunk 'lua/ge/extensions//editor/inspector.lua'
      Local variables:
      (for generator) = C function: next
      (for state) = table: 0x027ac56024e0  {1:table: 0x027ac5602550}
      (for control) = userdata: NULL
      key = number: 1
      inspectorInfo = table: 0x027ac5602550  {fieldNameFilter:cdata<struct ImGuiTextFilter>: 0x027acc1e3b38, previousSelectedIds:table: 0x027acc023b20 (more...)}
      wndName = string: "inspector1"
      numKeys = number: 1
      (for generator) = C function: next
      (for state) = table: 0x027ac5691258  {aiNode:table: 0x027ae80919a0, object:table: 0x027b043a2e30, asset:table: 0x027b044705d0 (more...)}
      (for control) = userdata: NULL
      typeName = string: "object"
      typeHandler = table: 0x027b043a2e30  {guiCallback:function: 0x027ac4034178, typeName:object}
    (8) Lua field 'hook' at line 678 of chunk 'lua/common/extensions.lua'
      Local variables:
      funcName = string: "onEditorGui"
      funcList = table: 0x027ae8776790  {1:function: 0x027ab9fdf578, 2:function: 0x027ae87bccf8, 3:function: 0x027ac3a60880 (more...)}
      (for generator) = C function: builtin#6
      (for state) = table: 0x027ae8776790  {1:function: 0x027ab9fdf578, 2:function: 0x027ae87bccf8, 3:function: 0x027ac3a60880 (more...)}
      (for control) = number: 32
      _ = number: 32
      func = Lua function '?' (defined at line 702 of chunk lua/ge/extensions//editor/inspector.lua)
    (9) Lua field 'presentGui' at line 416 of chunk 'lua/ge/extensions//editor/api/gui.lua'
      Local variables:
      dtReal = number: 0.00515535
      dtSim = number: 0
      dtRaw = number: 0.0052891
    (10) Lua local 'func' at line 31 of chunk 'lua/ge/extensions//editor/mainUpdate.lua'
      Local variables:
      dtReal = number: 0.00515535
      dtSim = number: 0
      dtRaw = number: 0.0052891
    (11) Lua field 'hook' at line 678 of chunk 'lua/common/extensions.lua'
      Local variables:
      funcName = string: "onUpdate"
      funcList = table: 0x027ae86affd8  {1:function: 0x027af4f44828, 2:function: 0x027ab2cda468, 3:function: 0x027ab2b84f78 (more...)}
      (for generator) = C function: builtin#6
      (for state) = table: 0x027ae86affd8  {1:function: 0x027af4f44828, 2:function: 0x027ab2cda468, 3:function: 0x027ab2b84f78 (more...)}
      (for control) = number: 13
      _ = number: 13
      func = Lua function '?' (defined at line 22 of chunk lua/ge/extensions//editor/mainUpdate.lua)
    (12) Lua function 'update' at file '/lua/ge/main.lua:364' (best guess)
      Local variables:
      dtReal = number: 0.00515535
      dtSim = number: 0
      dtRaw = number: 0.0052891
    --------------- << END <<
    
    It spams this several times a second until the game crashes
     
    • Like Like x 1
  5. cagecode

    cagecode
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    Joined:
    Aug 28, 2013
    Messages:
    29
    Didn't see this on the list of known issues, but the headlights on AI cars seem to only light up a little bit on the ground and don't illuminate any of the surrounding environment.

    upload_2022-7-13_7-40-25.png

    upload_2022-7-13_7-40-33.png
     
    • Agree Agree x 2
  6. Aquila:)

    Aquila:)
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    Joined:
    May 28, 2022
    Messages:
    502
    This happens almost every time i'm trying to use 100x Slowmo in the interior camera
     

    Attached Files:

  7. ufix

    ufix
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    Joined:
    Nov 30, 2018
    Messages:
    17
    After playing the West Coast AI race scenario, there is an invisible obstacle on the map - I tried to clear the cache, disable mods and nothing works. What else can I do besides reinstalling the game?
     

    Attached Files:

  8. ARES IV

    ARES IV
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    Joined:
    May 6, 2019
    Messages:
    605
    Suggestion:

    The race gauge should also have the following values:

    • Battery percentage (EV)
    • Current (EV)
    • Power/Regen-o-meter
     
  9. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Joined:
    Mar 6, 2015
    Messages:
    1,410
    I wasted the entire day trying to manually rate and compare different cars in BeamNG objectively, using a scale I've come up with before and have been adjusting throughout the day. It occurred to me that if the devs were to somehow devise an arcade traction control system to go with the arcade ABS that can be enabled in the options menu, we'd be very close to being able to generate simplified statistics ("stat bars" a la NFS/Forza) for any car programmatically and on the fly. The only problem is, certain cars seem to launch harder if allowed a bit of wheelspin (2WD-mode Roamer V8 XT 4WD and Hopper ZXT-6 are two that come to mind), some need an outright clutch dump to do their best work (Piccolina Street Machine), and some (especially low-end FWDs) are at their fastest simply mashing the throttle off idle, and I have no idea how to automate the process of figuring that out without becoming way too computationally heavy to do on the fly.
     
  10. Milendur

    Milendur
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    Joined:
    Apr 26, 2021
    Messages:
    471
    In graphics setting very often tyremarks amount gets reset to 1000 and grass density gets reset to 0. Also average fuel consumption is calculated wrong
     
  11. Domspace

    Domspace
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    Joined:
    Jul 17, 2022
    Messages:
    1
    The dark owl Variant of the scintilla is shown to have a dct in the menu but it spawns with a sequential transmission
     
  12. hey_big

    hey_big
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    Joined:
    Aug 26, 2015
    Messages:
    153
    This has been an issue for a while, but bus stop signs really shouldn't have collision.
     
    • Agree Agree x 4
  13. robert357

    robert357
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    Joined:
    Mar 15, 2016
    Messages:
    573
    Only old bus signs shouldn't have collisions. However a lot of annoying "junk" should be placed further away from the road including but not limited to lamp/electric/traffic lights posts, modern bus stops signs, hydrants and mailboxes.
     
  14. Aquila:)

    Aquila:)
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    Joined:
    May 28, 2022
    Messages:
    502
    Either that or they should be detachable/ deformable
     
    • Agree Agree x 2
  15. foxu

    foxu
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    Joined:
    May 28, 2019
    Messages:
    47
    Alright some stuff i've noticed is that while on other vehicles the light bars are named like Police LightBar but on the Grand Marshal it's named Halogen lightbar, which makes no sense. Not only that but the Grand Marshal is missing both the red and amber lightbar for the modern and halogen version of the lightbars. Hope these get added soon!
     
    • Agree Agree x 1
  16. locualo

    locualo
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    Joined:
    Dec 8, 2021
    Messages:
    515
    whould be the best solution, more physics stuff, perhaps with the ability to disable it for lowend computers
    more traffic signs whould be a nice touch, there are too few of them
     
    • Agree Agree x 1
  17. YellowRusty

    YellowRusty
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    Joined:
    Nov 9, 2016
    Messages:
    1,202
    upload_2022-7-21_18-35-44.png

    Soccer Pit 2 mission displays "1" as best Cargo delivered instead of "3".
     
  18. NeX_25

    NeX_25
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    Joined:
    Jan 18, 2014
    Messages:
    178
    There is no more fan noise when it is on, there is only a noise when it starts to turn off.
     
  19. Turtle206

    Turtle206
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    Joined:
    May 11, 2022
    Messages:
    55
    Let's go over this iconic picture...
    (since picture was taken)
    Gavril T-Series - No remaster (yet)
    Gavril D-Series - Full remaster
    Gavril Roamer - Full remaster
    Gavril Grand Marshal - Partial remaster
    ETK K-Series - remaster confirmed (maybe in 0.25.5 with covet??)
    Civetta Bolide - Full remaster
    Hirochi Sunburst - No remaster (yet)
    Gavril Barstow - No remaster (yet)


    I hope to see this image updated soon ;)
    upload_2022-7-23_21-23-21.png
     
    • Agree Agree x 2
  20. beamn driver

    beamn driver
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    Joined:
    Aug 22, 2021
    Messages:
    398
    in the game, it is very difficult to see the low beam of the headlights of cars if you fly away from the car on the subway 30 40.
     

    Attached Files:

    • 23.png
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