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0.8.0.1 Discussion/Feedback/Bugs-Reporting Thread - READ #1 POST!

Discussion in 'General Discussion' started by Nadeox1, Dec 21, 2016.

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  1. BowlerHatJack

    BowlerHatJack
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    When you have an hard crash with the modern etks the emergency collision system activates and stops the car. My question is why does it use the handbrake? The handbrake will cause increased spinning right. Or is it the best way to stop the car in an collision scenario?
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Seems to happen with the DCT version only. I tried with the Manual one and it didn't occur.
    Welp, looks like you found a bug.
     
  3. gmaksi83

    gmaksi83
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    Thanks for your help, all this stuff new for me, but now the clutch, etc. works fine and i achieved a new future with this option what i wanted long time ago.... engine stalling!
     
  4. meeder

    meeder
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    It takes a while but the base LeGran gets up to 70 km/h in reverse with the automatic, possibly even faster because it was at about 5000rpm at that speed before I smashed it into a wall.
     
  5. Rainvest

    Rainvest
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    I would also like to point out this

    20161226173230_1.jpg

    Note the gear -1 broken. Is that intentional or just not done correctly yet?
     
  6. rli98

    rli98
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    -For the AI control app, can you add an option when an AI car reaches or goes above a certain percentage of damage, it immediately disables AI mode?
    -Whenever you pause the game, can you make it display the map that you're driving on, like the campaign mode? Also, can you add a button where you can turn the map on or off while paused.
    -For Scenarios, can you add a button where you can reset to the last checkpoint, and another button where you can reset the entire scenario? Eg, the button 'R' resets to the last checkpoint, while 'Ctrl + R' resets the entire scenario.
    -For the 'Funstuff' and 'AI' in the Radial Menu, whenever you select an option such as 'Fire', 'Extinguish', I don't want the menu to close as well. I want the Radial menu to remain open whenever you select an option, like the 'Electrics' section.
    -Can you add a button where you can switch back to the default camera mode?
    -For the waypoint system, can you bring the blue arrow closer to the car?
     
    #386 rli98, Dec 27, 2016
    Last edited: Dec 27, 2016
    • Agree Agree x 1
  7. Toron Beldevar

    Toron Beldevar
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    Yeah... well you must be using the updated QA branch then. I did what you said; remove mods, clear cache, etc etc. I even reverted the altered file which I fixed with the original one via integrity check. Here's the materials.cs code I replaced to fix the issue on my end:

    Code:
    singleton Material(spinner_wall)
    {
        mapTo = "spinner_wall";
        diffuseMap[1] = "large_spinner_wall_D.dds";
        specularMap[1] = "large_spinner_wall_S.dds";
        normalMap[1] = "large_spinner_N.dds";            //original with 0.8.0.1
        normalMap[1] = "large_spinner_wall_N.dds";       //modified, works correctly now
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "large_spinner_wall_N.dds";
        //etc etc.
    }
    
    //same thing goes for "spinner_ramp"
     
  8. YellowRusty

    YellowRusty
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    I came across something odd after restarting missions in campaign mode:
    scenariofault.jpg
    If the mission intro is skipped and the accelerator is held, the UI will usually disappear, being replaced with the intro words in the case of the "Senseless Destruction" campaign. I've also observed the disappearing UI in the "Rocky Start" campaign as well, complete with what appears to be the word "DUMPING"
    scenariofault2.jpg
    I haven't observed this problem yet in the "Driver Training" campaign, although the timer in the first mission appears to go backwards by a full second when the camera changes.
     
  9. justlooking

    justlooking
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    Banned

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    I downloaded the hotfix on the 25th Dec. The faults I have come from that version.
    Some of my custom levels do open, but without vehicles and the spawn point is now usually very high up. Can't do anything but look around from the spawn point...
    screenshot_01071.png screenshot_01072.png

    Yes the editor is slow to open, but if I select one tool from another there is a minimum 15 second wait and if I want to go into the static library it hangs on every single click, art> 15seconds, shapes> 15 seconds etc

    Also the level I have with the most problems is still fairly raw, has to be renamed, zipped and uploaded
    I don't have the best internet connection so makes it very tedious to upload a map.
    I'd rather enjoy my holidays than spend 8 hours watching a mediafire upload.
    I have only been home for a few hours today so I posted this.

    Like I said, for now I will go back to vers. 7, where I can at least enjoy what I have made.
    Thanks for your responses.
     
  10. Nadeox1

    Nadeox1
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    BeamNG Team

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    Nope. I use the Steam version (The same you guys play) to replicate all bugs. Cleared my cache too.

    Materials.cs


    This is really weird, and it should indeed show as it does on your side o_O
    We will investigate.

    Make sure your map has spawn point correctly defined.
    Another user was having the same issue on his custom map, and it was because the spawnpoint was wrongly named.
    The console should say what's happening anyway.

    The game is not able to spawn a car, it should throw you in 'Free Camera' mode.
    You should be able to open the vehicle selector and spawn a car still.

    Problems with world editor are known.
     
    #390 Nadeox1, Dec 27, 2016
    Last edited: Dec 27, 2016
  11. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    It uses the handbrake as soon as the car is actually stopped.(might not always be perfectly accurate) Before that it uses the regular brake. :)
     
    • Informative Informative x 2
  12. Spec Racer Z

    Spec Racer Z
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    Aug 21, 2013
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    I'm having an issue with apps not staying on screen in scenarios (quickplay, campaign) after resetting or entering a new scenario even if I have competitive scenarios mode disabled. I end up having to enable and disable competitive scenarios every time to get them to show up again.

    Also, some feedback on the clutch with an Xbox 360 controller. I think it takes longer to fully engage the clutch pedal than it should for performance driving. I timed the Covet at roughly 0.353 from hitting the clutch button to hitting 100% clutch with the axis app. For comparison, I timed two of Keiichi Tsuchiya's clutch applications from start to bottoming out the pedal from a footwork camera of him accelerating in an EK9 Honda Civic. The faster one took around 0.115 of a second. Even counting the pause at the bottom before he begin lifting off the pedal, it took 0.256. That makes a very big difference when trying to prevent the car from stalling in a spin or wheel lock situation, or when trying to quickly shift from neutral to clutched and in 1st gear while holding the brakes/handbrake. I imagine it could be causing unnecessary transmission damage with fast clutch shifting as well, but don't know which app or debug option I would need to use to view that.

    Edit: Some additional inquiring about stalling and starting the engine. If you find a way to naturally stall the engine while moving (360 spin without powersliding, locked wheels), then keep it in gear when the wheels begin moving in the correct direction, the engine starts back up without needing to touch the starter or gas pedal. If you intentionally shut off the engine while at speed, the engine will be connected to the wheels but will not deliver power until you use the starter again, even if you pop the clutch while in gear or press on the gas. Is all of this intentional behavior, and would push starting the vehicle without using the starter be possible in the current system?
     
    #392 Spec Racer Z, Dec 27, 2016
    Last edited: Dec 28, 2016
  13. Suricate68

    Suricate68
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    The 200bx don't want to accelerate and the engine don't want to start ,what the problem
     
  14. Nadeox1

    Nadeox1
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    BeamNG Team

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    Mods or broken cache.
    That vehicle works fine over here.

    Press Clear Cache and then Safe Mode in the game's launcher.
    Check if problem is solved.
    If yes, then one of your mod is doing that. Find which and remove it (or see if there is an updated version)
     
  15. Suricate68

    Suricate68
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    Ok i'll check
     
  16. sharkdidit

    sharkdidit
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    Mar 27, 2016
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    Large Roller and Large Spinner do not accelerate as expected for me in this update. This is clean install with no mods. Anyone else have trouble with these?
     
  17. edde_k

    edde_k
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    Jan 19, 2014
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    The bed of the dumptruck doesn't want to let go of the truck itself when hit from the front. Kinda hard to explain so I recorded it for simplicity's sake
     
    • Like Like x 2
    • Agree Agree x 1
  18. crazikyle

    crazikyle
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    Sep 3, 2013
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    The shocks for the three link suspension still deform improperly.
    screenshot_00219.png
     
    • Agree Agree x 1
  19. Rainvest

    Rainvest
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    I don't know if i've found more bugs but now you can drive in the garage.

    Narration:

    I spawn any car right? Now perhaps try this on a DCT transmission and step on full throttle and keep shifting gears like a maniac and boom, you can stall your DCT transmission which is a little wonky and make sure to use a decently powered vehicle. Now turn on the car and reset it and bam, you can drive wherever you want with the brakes applied.

     
  20. KiloHotel

    KiloHotel
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    Sep 29, 2012
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    Any chance this can be fixed before the game is finished? Kinda infuriating, doesn't happen when looking straight down which makes doing anything difficult. Just found all of these after about 2 hours of sculpting a new trail quite away away from this spot. I'm gonna get people saying to use a heightmap tool but I don't want to pay for one, and frankly don't think I should have to use a separate program when there's decent tools included in the game, they just need to work right.

    EDIT: Gotta say it is better than it used to be though, which is why I trusted it enough in the first place for this to happen.
     
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