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0.36 Discussion Thread

Discussion in 'General Discussion' started by Leeloo, Jun 17, 2025.

  1. Im_a_Lefty

    Im_a_Lefty
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    delet
     
    • Staff Pick Staff Pick x 1
  2. LegThePeg

    LegThePeg
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    Damn whatever you said gave you a staff pick
     
  3. MarcDoesRacing

    MarcDoesRacing
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    • Agree Agree x 5
  4. DarkAngelMVP

    DarkAngelMVP
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    Does anyone else get this sudden lag in Johnson Valley? and if anyone else gets it, can someone give me a solution for it? the map is unplayable!!!
     
  5. GavrilMan2973

    GavrilMan2973
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    This Plate Spoiler on the Gavril Grand Marshal looks new, I don't recall seeing it in prior updates. Plus it wasn't mentioned in the patch notes at all, which could mean something new is on the way... Cheers! :)
    screenshot_2025-08-17_20-57-40.png
     
    • Like Like x 3
  6. r3eckon

    r3eckon
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    Instead of limiting log files to 15000 entries could it be limited by file size instead? I've ran into problems with that limit while trying to dump the state of relatively large tables before/during/after performing some actions and constantly had to delete the log and restart the game because of how fast I would hit that limit, but the log file was barely hitting 2.5 MB so I could afford to let it keep getting quite a bit bigger. I don't know if the numbered logs are supposed to start being written to if the entry limit is hit in the previous log but I don't think that happened when I was having that problem, I could only get the game to start writing log entries by clearing the file and restarting the game. If we're talking about reasonable entries I think that limit could probably be like 10 times bigger. Or just make it possible to change the limit with a setting (doesn't have to be shown in game, just inside a .ini file or something), which would probably work well with a file size limit so you can allocate whatever amount of space you can afford for log files.

    This isn't a big deal, just a bit annoying to deal with when you manage to recreate a bug and the log file gets cut off by the limit because you forgot to clear it. While I'm on this topic I think a log file that gets cleared when the game launches could be nice, so it only contains stuff from the last session. That way players don't have to worry about clearing log files manually and devs get bug reports with a log that's specific to a session where a bug happened.
     
    • Like Like x 1
  7. stenyak

    stenyak
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    BeamNG Team

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    Unfortunately the current choice of limiting by entries instead of size was intentional (my original goal was to use size instead). Due to code complexity, performance and my available dev time to work on this, and being such a fundamental part of the game engine, made me resort to entries instead.
     
    • Agree Agree x 2
  8. r3eckon

    r3eckon
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    Yeah I kinda figured using file size might be less performant than entry count. Still if there's a simple way to make it an option without decreasing performance it would be nice to be able to increase that limit as needed. I tried to work around it but my two solutions were not ideal.

    First was logging only prints with a large amount of entries to another file and add a line that points to that specific print in the main log file to know when it happens in relation to any errors or other normal logs. Somewhat annoying to deal with two log files and you can still hit the limit pretty quickly if something starts spamming errors but that's usable enough overall.

    Second was overwriting the log function itself to add code that copies all logs to another file before calling Lua:log() to keep the original logs working. That worked for gelua and vlua but I couldn't get CEF logs working (like console.log lines in js), it added some noticeable delay when printing in large amounts and was overall incredibly hacky. So I gave up on that option even though I liked being able to see everything in one file and was also able to customize the log format to add date and time to entries.
     
  9. stenyak

    stenyak
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    BeamNG Team

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    Forgot to reply to this. I don't know what you mean by "clearing". The log files already get rotated, storing up to 4 independent game runs, one file each?
     
  10. r3eckon

    r3eckon
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    Oh wow I actually never noticed that's how the numbered logs worked, now I feel stupid. By clearing I meant a log file that always gets deleted when the game starts so that log file only represents the last session but now I realize that's basically how the main log file works. I haven't been paying much attention to numbered logs because usually when I'm chasing a bug it's gonna be within the same session the bug happened and if I had to restart the game I usually just deleted all the logs to get a clean slate because I wrongly assumed the game would just keep writing to the main log file until it reached some limit and that once that limit was reached it wouldn't keep writing to it even after restarting unless I cleared the contents myself.
     
    • Like Like x 1
  11. beamn driver

    beamn driver
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    Aug 22, 2021
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    у hirochi sunburst в конфигурации itasha проблема с fbb. при нажатии на газ руль тянет в сторону поворота, на других конфигурацияхх этого нет.
     
  12. scrollcaps

    scrollcaps
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    Jun 26, 2024
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    20
    One of the recent updates (relatively speaking) breaks sideloading some mods, this is not only disappointing given BeamNG's poor security record, but also limits flexibility. (Now if I see a mod, I need to boot up the game in order to install it, else I'll probably forget the many new/updated mods I suddenly take a keen interest in.) What makes me so sure? I tried manually downloading a mod (from the repo, not the forum), copying it to the mod/repo dir and tested the same mod downloaded from within the game. The mod only works when installed from within the game.
    A couple of examples are Roane County and Los Injurus.
     
  13. DaddelZeit

    DaddelZeit
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  14. scrollcaps

    scrollcaps
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    I have noticed this is an issue with the Linux binary (even the win binary under proton works). I'm just making this comment so others know not to continue reporting this issue here.
     
  15. DaddelZeit

    DaddelZeit
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    I use the Linux binary myself and do not have this issue. This might be different under different file systems, though, and automount might not work properly. In either case the report should probably go in https://beamng.com/threads/86422/ as it is not an issue with the Windows build.
     
  16. Tedmcbur

    Tedmcbur
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    How do we use custom image decals when working with the linux binary?
     
  17. SpaceGood

    SpaceGood
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    For vehicles that recently got their passenger cell deformation re-tuned, windows and glass are extremely fragile on those vehicles. I suggest making windshields and windows slightly stronger so a small bump or a pothole won't randomly shatter the windshield. On many vehicles, the door/window frames seem to be too weak, which causes the windows to break very easily in crashes. I understand glass is fragile, but in real life, glass generally is strong enough to hold together a window frame or the back of the roof in a small overlap crash. I'm not an expert in this at all, but I've seen enough real footage of crash tests to understand how strong/weak glass should be and in Beam, they are on the weaker side.

    Here are some examples of a 40 mph small overlap crash test


    Bruckell LeGran:

    Screenshot1023.png Screenshot1042.png

    Overall the LeGran is decent, but the rear quarter windows and back window should be slightly stronger. The LeGran wagon's rear quarter windows are way too fragile. In the image, they broke in a 10mph collision.


    ETK I-Series:

    Screenshot1026.png

    The I-Series has some of the weakest windows. Generally, all the windows should be slightly strengthened, especially the windshield, the rear door frames/windows, and the back window. It only takes a small bump can shatter the windshield and rear windows.


    1996 Ibishu Pessima:

    Screenshot1035.png Screenshot1034.png

    The new Pessima is another car where the glass is way too fragile. Basically all the windows are way too weak and should be strengthened. The 40 mph small overlap images speak for themselves.


    Soliad Lansdale:

    Screenshot1036.png Screenshot1039.png Screenshot1040.png

    The Lansdale is not the worst but the windshield, middle windows, and rear quarter windows are too fragile. In the 10 mph collision, the rear quarter window and windshield both shattered for no reason.


    Ibishu Hopper:

    Screenshot1029.png

    Similar thing for the Hopper, Basically all the windows seem too fragile, especially the rear quarter windows and rear window.


    Some other vehicles I should mention are not as bad as these examples; the Sunburst's windshield and back window seem a bit on the fragile side. The Sunburst wagon rear quarter windows are too fragile. I forgot to show the Miramar, but basically all the windows should be stronger, especially the windshield and back window. I'm not going over how some vehicles are way too strong/weak in these crash tests, as that's an entirely new issue for another post.

    When tweaking the glass strength of the 80/90s vehicles, I suggest the developers look at the Covet, which had its passenger cell deformation and glass strength pretty much perfect in its remaster several years ago. I hope the devs can take this feedback into account.
     
    • Like Like x 5
  18. bussin.buses

    bussin.buses
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    The Bastion’s rear glass also breaks really easily
     
  19. CrashHavenBNG

    CrashHavenBNG
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    Aug 1, 2025
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    I made a Miramar for traffic. Wanna make a little pack of them. Agent was right though, mine is made to match the miramars crash model. You would need a new platform for proper classics.
     
  20. Luan_321

    Luan_321
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    Joined:
    Dec 14, 2023
    Messages:
    62
    My mouse steering gets stuck halfway turning to the right, and it's always to the right, how can I fix this?
    --- Post updated ---
    I think I found the issue, when you're using mouse steering and replay a replay, you know, the mouse steering glitches, fixing this was recording and then cancelling a replay
     

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