Would it be possible to add end user adjustment to the Sampling radius, both inside and out of the car? I love the new dynamic radius from interior to exterior, but in certain scenarios the resulting radius actually leaves the interior feeling as though it lacks contrast. For example, In this image, since it's a bright day outside and the colors are all light, in reality you would probably see a greater contrast and darker areas beneath the dash as your eyes let in less light, to compensate for the bright environment. This is pretty well done in game if you manage to take a screenshot before the sampling radius changes: (though oddly enough it also saturates the dashboard a fair bit, and makes certain areas such as the air vents appear more messy with harsh transitions to lit and darkened areas). Once the sampling radius has changed, the interior feels a lot brighter- this works really well on the dash, in the space around the gauges, the steering wheel, the vents and the nooks and crannies of the shift boot, almost replicating the light bouncing off of the light colored dash and onto the surfaces around it in the interior. However, it also results in the floor beneath the dash staying incredibly well lit, looking almost as if no shadows are cast whatsoever (Which isn't the case, it's simply the change in the sampling radius). In an ideal world, you would be able to have different sampling radius levels for darker and brighter spots in the interior, to achieve the best of both worlds, though i'm unsure how possible that is. In the meantime, it would be nice to have control over this, at least a little bit, to allow the end user to customize it to their linking. Oddly enough, the AO dissappears entirely when under the lights in WCUSA's tunnel system: Another thing to note is that the AO is based off of the camera's position (which makes sense), but as a result its contrast tends to vary quite a bit when you pan the camera around the car, an issue especially visible at night:
I’d honestly want FPS uglifier. Same performance, just intentionally lower FPS. One frame everything’s normal, next your in a wall.
Or it's not releasing at all and they are already working on the new update. Which I hope is not the case.
If that was the case i doubt it'd be pushed to stable already, plus the devs haven't fixed issues they acknowledged in the 0.26 thread yet.
I checked that list and wow I had no idea the game has so many issues now, must be the buggiest update so far
It's always like this - its mostly little stuff though this time - I've been through updates with much bigger issues myself - and I've been playing since 0.7. No game-breaking stuff this time around for the most part, just the little details that aren't going to be generally tested for.
On the contrary, it has been one of the smoothest releases we've ever had. Most complaints were about certain popular mod breaking the entire game, but other than that just minor issues. The "known issues" list is probably just getting bigger on each update, or we're lowering the threshold of what we put in there for people to see. More features = tons more bugs, that's inevitable. btw that list is NOTHING compared to our internal list of known issues...
Oh I see, so the list never has all of the actual known issues, only the ones considered most important?
We try to lower the overhead of our support team, by making it visible that yes, this and that maybe broken but we already know about it, and maybe here's a possible workaround while we work on a fix (when such a fix is even possible; sometimes it's outside our control). Pareto's principle and all that, it's pointless to redirect our resources into attempting to publish and maintaining the full, live, constantly changing, list of issues. Only the relevant ones need to.
Please take a look at the feedback thread I just posted: https://www.beamng.com/threads/vehicle-ignition-system-changes.88430/
What about the tire thermal situations? This is in the tireData file inside the game already, but the devs are silent about this feature that's supposed to be in 0.26, but got delayed and never justified
This file has been here since 0.25 and it just checks the real time tire pressure and exports it to the digital race gauges screen, in the future it will probably also export the temperature