Great update overall, thanks for fixing the free camera input map issue so quickly! Here's an observation regarding split-screen: Currently, the "funstuff" functions like "boost", "launch", "force field" etc., which I like to assign directly to my controller, aren't working correctly. The effect is always applied to player 1, even when triggered by another player.
Great update. Just want to say two things: 1) There is the repair vehicle in place, and rewind repair (both of which are still in the game as they've been). Then there's repair and return to the last repair point. I had them mapped to left and right on the controller D-pad, and I think that was the default. So if you wanted to keep replaying a section of road or a stunt, you just repair your vehicle right before it, and then afterwards, you do that "repair and return" fix and you can go from there. I think that was removed? And now there's a repair and return to "home" location, which is something you set. Preferred the other way, just because it was very quick, and didn't require pulling up the radial menu. I'm not asking for a change. I am asking to be careful about how the UI is developed, as some things do feel like they're behind more menus than they need to be, and I know alot of people have said that since .39. 2) The Vivace finally got race door panels, which is very nice. I just think it's funny that the Ardente does not, when it's brand new and noticeably higher quality than the rest of the FCV lineup
Might have been one of the hotfixes, but I'm now seeing the vehicle lights flicker at night. Happens on both Windows (Direct3D12 with Nvidia driver version 621.01) and Linux (Vulkan with driver version 615.71.09).
0.40: High-poly vehicle meshes explode with “vertex buffer too small for mesh RootNode” After updating to BeamNG.drive 0.40.0.0 (build 287428), all of my high-poly vehicle models fail to render correctly when spawned. Their meshes stretch into huge, distorted triangles across the screen. These models worked before the update. The console repeatedly reports: “flexMesh | vertex buffer too small for mesh RootNode” Clearing and rebuilding the model cache does not resolve the issue. Adding the launch argument -nogfxbindless restores normal rendering while continuing to use DirectX 12. The problem appears related to insufficient vertex-buffer capacity in the new Bindless rendering path. The installed shader definitions use 256 MiB byte-arena pages and state that individual allocations cannot cross page boundaries. Please investigate whether this per-allocation limit causes oversized combined vehicle FlexMeshes to fail. Suggested improvements: Support larger FlexMesh allocations, or automatically split oversized vertex data across suitable buffers. When a Bindless allocation fails, fall back to the compatible rendering path instead of displaying corrupted geometry. Log the mesh name, requested size, and available capacity. Add an “Enable Bindless Rendering” toggle in the Graphics settings, independent of the selected renderer. Users should be able to switch it on or off without editing launch arguments. A restart requirement and a brief explanation of the performance tradeoff would be sufficient. System: Windows 10 22H2, NVIDIA GeForce RTX 4080 SUPER, NVIDIA driver 617.42, DirectX 12.
I can not load into split screen without loading the map in Freeroam first and also i dont know if this is a bug but before the update i heared somewhere that multiscreen split screen will be added in this update but i dont see it.
It's in the settings tab of the vehicle config menu. Is it the wording of the option there that's confusing?
The remade Trip Computer HUD App is really nicely done! Very detailed! But, for some reason, the Trip index gets zeroed every time you switch out of the Driver cam and you have the "Hide In Cockpit" option enabled (as I do), as if you switched to a different vehicle. So, every time the App reappears after the Driver cam gets deselected, the Trip gets zeroed. I didn't notice this with the other indexes and I didn't notice it with the "Hide In Cockpit" disabled either. This also happens when you switch out of the pause game menu to continue playing. Also, it would be nice if the Reset button was next to the Options button instead of the Options menu, for having one step less and finding it immediately whenever you need it.
It’s not just a simple matter of "not being able to find the button for the options," though. need to grasp the context of what else I said. Could you tell me what the Korean translation for that option selection button is?
Increasing resolution or sharpness also does not solve the problem. 0.40.1 vs 0.40.3 with same settings: My favorite feature in this update was downgraded. Great.
Does anyone else have the issue where sometimes the throttle just doesnt work at all? Or I accelerate but it goes nowhere, as if its neutral. Yes, i did check the gearbox mode, no i dont have mods installed.
Found some easter egg functions to increase or decrease the weight of occupants in your car: Code: extensions.gameplay_seatOccupants.cheeseburger() -- increase by 10kg extensions.gameplay_seatOccupants.salad() -- decrease by 10kg Resulting UI messages: Weight range is capped between 49kg and 119kg (108 to 262 lbs). In function it's defined as up to 40kg less or 30kg more than the default weight of the occupant, which according to the code is defined in jbeam. I thought this might be configurable in the tuning menu but it's not. Also I'm not sure if this is something that can be done from UI as I've mostly been inspecting script changes but you can fill up car seats with dummy occupants using this line: Code: extensions.gameplay_seatOccupants.setDummyOccupant(VEHID, "SEAT", WEIGHT) Replace VEHID with the id of the target vehicle (replace with be:getPlayerVehicle(0):getId() to target current car), SEAT with a seat ID (like FL,FR,RL,RR) and WEIGHT with the weight of the dummy in kg. Available seat IDs can be found with this line: Code: for k,v in pairs(extensions.gameplay_seatOccupants.getSeats(VEHID)) do print(v.seatId) end Again, replace VEHID with the id of the target vehicle. For most cars they're just gonna be FL, FR, RL, RR but for instance the school bus has different IDs. Sadly not all seats are usable (at least on this particular bus) for now.
This is the just a thumbnail capture test I've done. How do I hide these light stripes when capturing thumbnail in Showroom V2? I only managed to hide the margins from Debug tab in Vehicle Screenshot Creator window. I am just testing if the light stripes are shown, only smaller vehicle thumbnails do not have it. The thumbnails in the official Cherrier Percheron configs have it hidden. There must be a way to hide it.
When changing a part on your car after the car respawns only the part you changed gets highlighted and stays like that without the mouse being over any of the parts. When i swap a part i want to see the whole car and in order to do that i need to quickly hover over the parts so it can refresh and the car can become fully opaque again which is annoying especially when swapping a lot of parts searching for something and wanting to see how it looks on the whole car.
Yeah, I left the game for a few days and all of a sudden there is horrible light flickering at night. Saw now that there was a hotfix. It gets even worse when you start adding flashing police lights. Happens in safe mode too and on lower graphics settings.
The 'Spawn Traffic' function does not work when loading Free Mode. You have to enable traffic manually after entering the map."
[0.40.3] Lua syntax error in the common "setInteraxleDiffModeAxis" action File: vehicles/common/common_default.interaction.json, line 61 (straight from the shipped content/vehicles/common.zip, no mods involved). Same since 0.40.0, still there in 0.40.3.0. The onChange handler has doubled single quotes around unlocked: Code: controller.getControllerSafe('interaxleLockControl').setDriveMode(VALUE > 0.5 and ''unlocked'' or 'locked') That string is not valid Lua. LuaJIT's loadstring on it gives: Code: ')' expected near 'unlocked' so the "set centre diff" axis action cannot run. toggleInteraxleDiff, lockInteraxleDiff and unlockInteraxleDiff on the lines above are fine. Fix: 'unlocked' with single quotes, as in setRearDiffModeAxis and setFrontDiffModeAxis a few lines below. Side note, maybe intended: the axis direction here is the opposite of those two (VALUE > 0.5 gives unlocked here, locked for rear/front).
Game version: 0.40.3. The game was purchased and downloaded via Steam, but I do not launch it through Steam; I launch BeamNG directly from the game directory. Graphics API: DX12. I am using an MMOS steering wheel. Since updating to 0.40, the “Reduce strength at low speeds” option in the Force Feedback settings does not work. The steering wheel still feels extremely heavy, and the main issue is that it starts oscillating if I let go of the wheel. I have already tested this in Safe Mode, and the issue is not related to mods.