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0.26 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Sep 17, 2022.

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  1. locualo

    locualo
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    and you use a mod as an example?
     
  2. Vantello

    Vantello
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    Sep 1, 2018
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    368
    same thing happened with no mods and in safe mode.
     
  3. Akiazusa

    Akiazusa
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    Joined:
    Dec 25, 2019
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    28
    Hi dev team,I noticed that some cars can easily get oil starvation damage when accelerating on ice, with G force even less than 0.3G.

    For example you can put a FCV Vivace S 350Q (DCT) on ice with ESC/TC on,then floor the gas then see the result.
    oilstarvation.jpg
     
  4. SmokeyDokey

    SmokeyDokey
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    Aug 27, 2022
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    Why shouldn't it be there? the more transmission options, the more freedom we have to customize.
     
    • Agree Agree x 2
  5. DriftinCovet1987

    DriftinCovet1987
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    I probably wasn't very clear, but I'm not mad that it's in the transmission selector - it's great to see there officially, and you're correct that more customization, more good.

    It's just that all the other transmissions for the Bluebuck - and I believe every other official vehicle - are used for at least one configuration. Sometimes, the same transmission is used in multiple vehicles - which is very nice to see.

    There are even configurations with their own special transmission, like the high-efficiency 5-speed manual in the '88 Pessima HX, the CVT in the Sunburst 1.8, or the stock car race 4-speed manual in the Bluebuck Stock Car.

    So, to see the Dual-Matic not being used for any of the Bluebuck's configurations - when it could easily go into that car's 232 and 291 base automatics and the taxi - strikes me as a bit odd.

    In other news: The revised 200BX race rear coilovers are really nice, and even on the Demon on a keyboard, they feel far more stable. Yes, the Demon is a bit understeery now, but I'd rather have that than it constantly bucking about. Great job, devs!
     
    • Like Like x 2
    • Agree Agree x 1
  6. crazysim

    crazysim
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    I love the simplified traffic. They really make the environment come alive at an affordable performance hit. I hope to see more simplified traffic models and options.

    Would love to see:

    * Realistic Colors or Color Schemes for traffic. Bright green or orange traffic can make your vehicle not be the star of the show. Traffic should blend into the background.
    * More mods, documentation, callouts, and/or guidance on simplified traffic models being available.
    * Simplified Traffic Police Vehicles. Perhaps with more powerful engines and stuff too than the "low output" engines normal traffic have to make things a bit more interesting.
    * If there's Simplified Traffic Police, a fun optional distribution of ~8 police and ~2 civilian traffic would be fun. Or all police.
    * Simplified Traffic parked on road sides
    * Parked Simplified Traffic should be able to spawn with wheels turned. This may improve the realism of parked traffic on road sides if they are parked uphill or downhill but they should spawn with wheels straight on flat ground.
    * I miss the big rigs spawning as traffic. I hope that can be re-visited and stabilized someday. Maybe simplified traffic variants of the tractor and trailer might not be as prone to crashing as the original release that had them available? Was the crashing caused by linking? What if the simplified variants had non-unlinkable trailers.
    * Encouragement in scenario creation docs to use simplified vehicles for props/performance.
    * Zones/Heuristics to spawn appropriate vehicles. Driving an old car? Older police cars spawn. Driving newer car? Newer police cars spawn. Just don't want to see the hellcat-knockoff Bastion being chased by a 60s Bluebuck. Driving on Highway or Industrial area? Big Rigs spawn.
    * Simplified Taxi variants
    * Simplified D15 variants
    * Simplified Van variants
    * Maybe it's a policy thing, but it might be interesting to ponder showing traffic variants directly as spawnable vehicles perhaps as a section below their "premium" counterparts to bring more awareness to them instead of just being behind a checkbox. They're like salt or spices in a kitchen and maybe they should be more visible.

    There's probably a lot more I can wish for simplified traffic. They really bring life to the maps, can provide serious performance boosts if scenario authors use more of them, and I hope more enthusiasm can come about them.

    Bugs:

    * The 90s traffic pessima is missing some rear chrome right above the license plate and it is see-through.
    * That same traffic pessima seems to be spawning with a plate numbering scheme from Gridmap instead of the map's license plate scheme.
     
    #706 crazysim, Oct 23, 2022
    Last edited: Oct 23, 2022
    • Agree Agree x 3
  7. vmlinuz

    vmlinuz
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    The Pessima's gearing is still way too short. The V6 should be great for highway cruising but it struggles to hold 60 mph
     
    • Agree Agree x 1
  8. Covalence

    Covalence
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    Jul 3, 2021
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    172
    Playing the game for a while and then disconnecting/reconnecting Bluetooth headphones breaks it; Task Manager shows 0% CPU and GPU usage and it doesn't even respond to Alt+F4. I can't figure out what "a while" actually entails (20+ minutes?) as I haven't been able to intentionally cause it, although it's happened several times (both with and without mods, and once where I had to operate Task Manager blind as it was in fullscreen).

    Possibly related: the last message in the game log is cut off mid-entry and is almost 1000 seconds before the bug happens and I force quit the game (last 3 entries are from the launcher log):
    Code:
    3593.12290|D|GELua.core_settings_graphic.graphic| Sanitizing display - //./DISPLAY1: Passed.
    3593.12295|D|GELua.core_settings_graphic.graphic| Sanitizing display mode - Window: Passed.
    3593.12296|D|GELua.core_settings_graphic.graphic| Sanitizing display resolution fo
    
    4542.07470|E|launchGame| process finished with exit code: 0x000001
    4542.07542|E|gameStartupError| BeamNG.drive 0.26.2.0 0x00000001
    4542.07542|E|gameStartupError| 0x00000001
    
     
  9. a plane guy

    a plane guy
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    Mar 14, 2021
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    4,143
    is this new?
    upload_2022-10-23_18-3-17.jpeg upload_2022-10-23_18-3-17.jpeg upload_2022-10-23_18-3-17.jpeg upload_2022-10-23_18-3-17.jpeg upload_2022-10-23_18-3-17.jpeg
    (Open images in new tab)
     
    • Agree Agree x 1
  10. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    • Agree Agree x 1
  11. a plane guy

    a plane guy
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    Never noticed until now
     
  12. vmlinuz

    vmlinuz
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    A sufficient force can still cause the Bolide 390 GT's wheels to clip the fender flares, but it doesn't look like the frame actually deforms from suspension impacts anymore and it takes more force to crush it
     
    #712 vmlinuz, Oct 23, 2022
    Last edited: Oct 23, 2022
  13. Mopman93

    Mopman93
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    BeamNG Team

    Joined:
    Jun 24, 2017
    Messages:
    125
    Thanks for the report, we will look into it.
     
  14. Bauer33333

    Bauer33333
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    Jul 25, 2020
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    250
    Not sure where to post this but I want to say I love the changes to the police AI done in the last hotfix.
    With every update police chases got increasingly boring to me up to a level where I intentionally crashed my car because without a broken car I could go on for hours without a cop touching me even once.
    Now with the recent changes and more traffic I can barely even make a lap on small island without being absolutely obliterated despite my driving being a lot better now.
    Just wanted to say thank you for bringing back the fun for me
     
  15. SandwichesANDmilk

    SandwichesANDmilk
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    Joined:
    Jul 10, 2016
    Messages:
    1,453
    Intel arc GPUs run like hot garbage in beamng
    Game detects as intel IGPU, getting 20-30fps 1440p@ultra which is out done by my older gpus (I collect) with closest being with same specs would be my GTX 1060 3gb or 1050ti
    vram filling like usual, usage ~50%
    let me know if you need more info, I bought arc for the purpose of debugging drivers and games so contact me.
     
  16. hacker420

    hacker420
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    Joined:
    Dec 29, 2017
    Messages:
    862
    something you could try, run the game in Vulkan mode.
     
  17. SandwichesANDmilk

    SandwichesANDmilk
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    Jul 10, 2016
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    I always forget about that mode
    tried it and it's no better, frames are more consistent but don't go over 30. Plus there's all sorts of texture bugs.
    also forgot to mention for the sake of being able to repeat data, these numbers are ECUSA from the highway spawn driving along outer loop in a covet. CPU is also r7 3700x with 32gb ram. 3060ti in same setup gets around 90-110
     
  18. hacker420

    hacker420
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    Dec 29, 2017
    Messages:
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    welp, guess it's driver issues then. You could share the findings here too: https://www.beamng.com/threads/vulkan-api-–-feedback-known-issues-and-faq.79967/
     
  19. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    Various issues I found so far with the new Jbeam visualization:
    • Various typos. Issues with word capitalization, missing spaces, etc. Definitely the smallest issue.
    • Missing beam deform visualization, which would be probably the most useful function of all if it existed.
    • Break groups and deform groups visualization is inverted, it has been pointed out before.
    • The "Type" and "Type + Broken" modes do exactly the same except the color of broken beams is different. Previously they were different, "Type" would not show broken beams at all. It was way more convenient because it made debugging a car after collision easier by getting rid of the mess of beams all over the place between parts that have fallen off. Now when working on a car that has many parts that can fall off, how am I supposed to debug this mess...
      wfrsd.png
    • Another change I really dislike is how the colors of the beams got all changed. You can obviously see the issues with that on the picture. Normal and support beams are the most frequently used so they should have the most contrast to distinguish them easier, now when support beams are yellow you can hardly tell which is which, they should be magenta colored like before. Hydros and pressured beams have almost the same color so it must be a pain to debug pneumatic suspensions now. And the tires are visualized in an unintuitive way because on the sidewalls the L-beams are shown on top of pressured beams and the resulting color is the same as of broken beams so you can't tell if a tire is deflated or not from the beams alone (sure there is the damage visualizer thing but what if the car has more than 4 wheels?)
    • The whole menu is affected by motion blur even if you disable motion blur on player vehicle, very annoying.
    • Please add an option to disable node name visualization when a node has no name. We don't need hundreds of tire node numbers blocking the view.
    • Also add something to visualize node/flexbody groups, which shows which nodes are mapped to which vertices on flexbody. Would be super useful to help us figure out which nodes exactly cause spikes.
    Overall great work on the improved visualizer, extremely useful, but these inconveniences are really annoying, hope they will get fixed.
     
    • Like Like x 4
  20. hacker420

    hacker420
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    Dec 29, 2017
    Messages:
    862
    Not sure if this happens on other maps, but the road isn't textured properly in the mirrors on WCUSA.
     

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