if you have any mods that change traffic in any way (like STEP, possibly) then they could possibly interfene with them until they're updated --- Post updated --- DX12 (and Vulkan) use Texture Streaming. tl;dr it loads lower resolution textures unless directly looked at to save resources. this does however require a bit of VRAM, and lack of it causes the high quality textures to not load (technically, DX11 supported TS as well, but Beam's engine disabled it) i did personally see improvement on my 4050 after 0.39.2, but my best suggestion is monitor your vram, or try to stick to Vulkan
Update to the update: Classic Vehicle Configurator has now become Classic Desktop UI. The mod now has a permanent settings page under Pause → Mods, allowing its current features to be enabled or disabled independently: Classic pre-0.39 vehicle configurator HUD apps visible and interactive while configuring Selectable default Freeroam HUD preset HUD visibility can also be used with the standard 0.39 configurator, so installing the mod no longer requires fully replacing the new menu. I also fixed mouse interaction with HUD apps behind the configurator and refined the recreated Save & Load menu using the original 0.38 files as a reference. This is still a vibe-coded WIP beta, and the additional restorations mentioned in the mod thread are things I’m only investigating, not promised features. Updated thread and download: https://www.beamng.com/threads/classic-desktop-ui-advanced-ui-options-for-0-39.110946/
I prefer having HUD elements at the edge of the screen; I really don't like the new forced padding around the screen edge.. Also not a fan of having to navigate so many more submenus to do basic things like load a vehicle config.
I agree 100% Agree so much so that I'm actually actively in the process of trying to revert and/or fix alot of this via a mod. Key word trying. Not sure what is and is not possible quite yet.
Just got a very strange crash - was just playing the game as normal when the first window popped up but the game did not close. I clicked okay and the game instantly closed, then approx. 30 seconds later the second window popped up. Approx 1 minute after that, the third window. I have followed the instructions in the first window and tried to recreate the crash but absolutely cannot, no matter what I do. In lieu of proper crash reports, here's as many details as I can give in case any of them are of any use: Version 0.39.2.1.20887 on Windows 11 through Steam, D3D12 renderer on a 13900K, 32 GB DDR5, 4090 (GeForce Game Ready Driver 610.88) machine. No mods active - 179 downloaded on the machine and in my mod manager - but none active. Ultra graphics settings, every single setting maxed but motion blur off, playing on WCUSA with traffic and 2 player spawned vehicles. At the exact time of the crash was out of a vehicle using the levers on the side of a D-Series rollback upfit to extend it. Also worth noting the path mentioned in the first error message does not exist on my machine - I don't even have a D: drive. If there's any other info that would be relevant please let me know. In the meantime I will continue trying to recreate the crash with the breadcrumb parameter passed to the executable, but my attempts to do so thus far make me think it's unlikely I'll be able to do so.
You can revert the UI padding/safe zone back to how it was before 0.39 by going to Options -> User Interface -> General, then under Advanced set "UI safe zone" to zero.
i've been getting random crashes just now. didn't happen on 0.39.2.1 before, just now. seemingly random at first, now started happening when i try to spawn a new car its the generic code (0x01), and event viewer just leads me to inexistent dump files on events that happen simoultanously
log file's don't make sense too. you'd think the crash message is where it ends, but then 10 seconds later im switching cameras as if nothing happened. the game also doesn't show anything wrong, it just suddenly shows the crash screen and closes. im genuinely stumped
Bug Report – Severe Stuttering When Connecting Wheelbase Issue description: When connecting my wheelbase (Simagic Alpha U), I experience severe stuttering issues. These manifest in three ways: 1. Noticeable FPS drops. 2. Disturbing judder felt in the Force Feedback (FFB). 3. Audible high-pitched noise coming from the system unit (PC case). Additional context: · This issue does not occur in version 0.36 – I have verified this. · The bug is easily reproducible under the following conditions: · Gearbox mode set to "Realism". · Take the car "Scintilla" as an example. · First, connect the wheelbase. · Then, start driving and switch between different driving modes – for example, "Sport" and "Drift", as well as others – the stuttering occurs immediately upon switching. Request: Could someone please confirm or disprove whether this is a known bug? I would be very grateful for any feedback.
I hope the developers will revisit the lighting for users who cannot play with high graphics settings in future updates. Dynamic lighting and shadows, in particular, simply look bad at "normal" settings and below—far too washed out, and far too dark when the camera is facing the sun. Even disabling exposure settings doesn't fix these issues. These are purely settings-related aspects that could be optimized. I also think the lowest graphics settings could look significantly better if a bit more effort were put into them; after all, older games managed to get this right, too.
On the FCV's Wide Track Independent Front/Rear Suspension, the front struts have (Ardente) and (Vivace), but the rear shocks/springs only have (Ardente) and (Vivace) is not visible on the other vehicle Literally unplayable™
its interesting that when i do a custom Ardente Config it shows up in the vivace configs and not the ardente itself
This is an interesting issue and I have investigated it, the reason behind this is actually fairly complex apparently. Normal vehicle wheels are made of 2 layers, a solid rim part and a pressurized tire part. The spike strips work by removing the pressure from the tire part when ran over. Traffic vehicles meanwhile have wheels made of just 1 layer for optimization purposes. They don't have any pressure, it's just the rim part but softer so it can flex like a tire. Because there is no pressure, spike strips have nothing to deflate when a traffic car runs over them, so they don't work at all. Why do they stop vehicles then? This is the interesting part. The way the ground on our maps works, it allows the nodes of vehicle wheels to clip ever so slightly inside of it when other tire nodes are on it, let's say ~2cm in the most extreme case as it's visible on the second image. This is to make tires roll smoother on the ground, otherwise it would be very bumpy. Normal nodes of vehicles and props, on the other hand, sit flat on the ground, if not slightly above it, we can approximate ~1cm. This is also the case with the spike strip. Additionally it is a long, flat, stiff structure when extended, so if the ground is not even, some parts of it might stick up ~1cm more. Now, the way collisions between vehicles work, they are detected by a node 2.5cm in front of the surface of a collision triangle. If the distance is smaller, then the node gets instantly teleported to that distance. In case of flat props like the spike strip, this is one sided. The forces act both ways, and vehicle collisions have priortiy over map collisions, so the car is able to push the spike strip slightly below the ground, which would halve this distance, landing at 1.25 cm. So when a vehicle drives over a spike strip, in total, the node that touches it gets instantly moved upwards, by 1.25cm at minimum in the best possible case and 5.25cm in the worst case, so on average it's 3.25cm. That's like driving over half a small speed bump. The force travels from the tires to the whole car. Normal vehicles are able to survive stuff like that just fine. But traffic vehicles have simplified physics. The tires are soft but still solid, with no pressure, and there are a bunch of weak beams that hold the roof in shape by attaching it to the body, but deform easily to not add unrealistic strength to it. So on these vehicles it results in tiny deformations that aren't visible in the model, but you can see them in Jbeam. That activates a line in the traffic code, which says that if the vehicle gets damaged, it stops and pulls over. Which visually looks like the spike strip has stopped the car. But when a vehicle is fleeing the police, it isn't using the traffic code but the default flee AI instead, which doesn't do checks like that, so it keeps going. TLDR: We accidentally made the spike strips act like speed bumps for traffic cars, and if they flee the cops they just ignore them lol
I don't know if this has been reported already, but there's a bug where if you hold one of the arrow keys down during the "zoom in" transition that plays when closing the map, the game will take those inputs as WASD and move the driver's seat position after the map closes. I'm pretty sure this is a new bug since it's usually my instinct to resume whatever keys I had pressed down in the time between exiting a pause screen and resuming gameplay in any game.
Just tested the new 0.39 and looks good and works great with dx12, but i sill have the problem with the ETKs caster and SAI bug, could you please solve this? TUF Gaming B850 Plus Ryzen 7 9800X3D Fury 32gb 600mhz cl30 Nvidia RTX 5060 Win 11 Pro
Autobello Piccolina: - Before the update, front-facing auxiliary lights in the hood of late models worked as turn signals (correct). Now they work as parking lights for some reason, with the result that late models don't have any option for front turn signals anymore other than the outdated, high-mounted gems, which wouldn't be period-correct. - Color of turn signals should affect front signals (which could be white or amber depending on the market), not side turn signals (which should always be amber, unless a modern custom part for restomods). Civetta Bolide: EUDM-spec configurations lack any form of side turn signals, which were mandatory in most markets by the time the Bolide was introduced. USDM-spec front side markers could work fine as signals, but they currently light up with low/high beams. Can we get a simple blinker in this slot?
Since the update, I can't find a way to make my cars show their custom license plate. I don't know if it's a bug or if it's the games settings.