Options/Audio and make sure that 'Audio Device' is set correctly. Also verify your installation, and do a clean reinstall if needed (instructions in first post)
i know im not supposed to post without mods, but this is about them. Every time i load Beam it says "Mod manager error; duplicated mod..." of EVERY MOD I HAVE INSTALLED, sometimes going through the whole list TWICE now! also the game runs at 30fps now (after the most recent hotfix) instead of the 60 i was getting before... now its dipping into the 10s, rendering the game unplayable... if im honest it just seems that everything is loading super slowly now, for example: after customizing a vehicle it can take up to two minutes for the parts to load, in which time the game freezes multiple times.
Sure, I can add that. I didn't consider that people would be using the race suspension for rally purposes, I guess it is more necessary now.
-alt+P doesnt capture shadows anymore.(semi annoying) -freecamera resets to vehicle-orbit when changing vehicle via Tab. (super annoying) -detailmaps cant be sized anymore? (broke some stuff on my maps) but most of all... who is malcom?, and where is he going?
Track builder is broken (after the hotfix?) when you move it around with the coordinates. I tried moving the start to the position of the car by copy pasting its coordinates to the track. It broke, the green build part is the only thing that works, when you build the track, you can't see it, but you can drive on it. Clearing/removing track/trackpieces doesn't work, even if you close and open the track builder.
also wondering, are you planning to add skin support to a few of the cars that are missing it? (especially talking about the newer pessima and etk K) I know, you usually add skin support when you plan an official configuration but alone for the modding community more support would only have positive effects, and the cars would be way more attractive to modders overall. (Some things just cant be realized without a fitting skin). A skin map isnt that much work which is why I think that its something that's worth being asked for, especially with all the time that has passed since they got released
Just so you know, there's an issue with the ingame repo, if a mod thumbnail is updated, it still shows the old thumbnail, you might want to look into that.
that's not two of each, when you look closer they have different front fascias since they're supposed to be different model years
I'm pretty sure other people have had this problem, but ever since i installed 0.12, EVERY SINGLE Time i spawn a new car, my game tops out at 16 FPS (West Coast USA Only) and then i have to re-load the map and respawn the same car, then my FPS Seems to stay the same. It's really throwing me off on how this is happening, didn't do it to me in 0.11 --- Post updated --- let me quote myself on that, make it i always top out at 16 FPS on EVERY MAP When i spawn a new car.
Is it just me? Because I just noticed that the engine sound of the Gavril Barstow 423 big block seems rather quiet compared to the smaller 353 and 291 V8s, and when driving the 423 up to high speed, you can barely hear the engine over the wind noise. I even went as far as removing the exhaust pipes (like a goof) thinking it would make the 423 louder. and yes, I did clean reinstall the game to make sure it wasn't caused by any mods or bad caches. Also, the Moonhawk headlights on the 1973-75 front special fascia doesn't seem to project any light at all, and it's been like that since I think around version 0.4 or something (Which was ages ago). Just thought i'd point that out too, just in case I wanted to do some night driving with the Moonhawk V8 Special in particular. Note: Both cars have their high beams on, and my current lighting quality is on "low" in the settings. I do love the update though.
Small thing I noticed, turning on rolling start for the West Coast USA drift track time trial causes you to spawn under the map. Edit: Doesn't seem like it's saving lap times either, not sure if it's supposed to be like that because it's intended as a drift track instead of a simple race track.
Some bugs first. When shifting from 2 to D (or 1 in the Miramar), there seems to be odd power loss from the drivetrain. From the revised apps, flywheel power is correct but wheel power drops the moment D is selected. The bug can be fixed by shifting back to N then selecting D. (On that note, the new N to top gear shifting ability is sweet.) (Edit-aroni cheese: This also occurs when shifting from D to S in the modern ETKs. Wheel power is restored to normal when the transmission shifts to the next gear. e.g. S3 to S4 etc.) The sub-menu for individual gfx settings closes itself the moment I select the desired value for any parameter. This has occurred in many past versions too. (I always remove mods and delete the Beam folder in documents before starting the new version for a "clean" update) A general suggestion too. Any plans for separate volume sliders for the various crash sound effects? I've modded in a softer sound clip because the main crash effect is deafeningly loud relative to everything else. Broken record suggestions onward. There should be partial manual gear selection for many automatics. In the Americans, the 2 position almost always means start in/lock to 2nd gear. I believe the Miramar's D means 2nd only too, relying on converter slip. In the case of the Burnside, still figuring out the mechanical inspiration as it seems odd to not have any low gear position. Also, Overdrive on/off toggles to lock out 4th gear. Some versions of the IRL transmissions in the ETK I and 90's Pessima use the switch to toggle between gear "limit to" and gear "lock to" modes in the 1 & 2 positions too. The adaptive logic for the 90's cars seem too aggressive when it comes to gear holding and downshifting under braking. Especially the Gavrils. Any plans to add downshift rev-matching capability to modern torque-conv automatics? While the end effect is negated by relatively low drivetrain losses, the modern Gavril V8s could use more mid-range/peak torque. A late 80's clean sheet V8 of that capacity should be making at least 10% more peak torque. Especially so with the 5.5 version. Peak power numbers are fine, though at a rather high rpm for a basic SOHC engine of that size.
Your slow things is probably related to the duplicate mods. The error itself gives the directory of both files. Go there, and delete the ones that is outside the 'Documents/BeamNG.drive/mods/repo' folder. Try on Gridmap/Puregrid. The track editor at the moment is meant to be used on those, as it uses materials coming from those maps. If a modded map does not have those specific materials, the track won't show like in your pic. More likely yes, but unsure when. While it isn't much work, we are also working on a lot other things, and end up not having time to add these. This is an old and known issue. We are working on some things that are going to change that on a bigger level, so it may not be worth spending time to fix that issue if it's not gonna stay for longer
Possibly one of the smoothest releases since 0.6, it was well worth the wait and the new vehicle is superbly done and packed with features. Thanks for the update and the subsequent quick hotfix. All the little hiccups I reported were fixed, so it's much appreciated.