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- Mod activity no longer depends on camera mode being "driver"
You cannot differentiate between spawning a vehicle for the first time or generally spawning a vehicle in the VLua environment, and there is no...
Overview This mod adjusts the interior muffling strength according to the surrounding collision structure, dynamically reacting to e.g. opening...
No, it destabilised the fabric of reality. The universe has mere minutes left.
Custom defined brakeSquealLoop sounds won't ever be loaded because their path is disregarded in initWheels(). The argument is correctly translated...
The rear camera hasn't ever worked and isn't supposed to.
Version 16 is released! You can view the release notes over on GitHub: https://github.com/DaddelZeit/graphics-settings-utils/releases/tag/V16
I should probably publish that update then :D
This is exactly what you should do. The vanilla preset has every feature of the mod completely disabled by default. Although, if you're only after...
Overview This is not Nvidia's Deep-Learning AA. This mod upload is a lightweight version of my graphics util containing only the DLAA...
This isn't how to install external presets anymore. I already contacted TEON about this, since the tutorial was made quite a while ago. Drop the...
Unfortunately no, this doesn't let you blend between samples without doing so manually with Lua logic. You're still limited by that.
The "View in Explorer" button only appears for Custom presets. External presets have a "View Mod" button when installed correctly and Included...
- Fixed AMT occasionally stalling the engine on shifts - Improved gear skip, shift behaviour on Bus variants - Improved gear skip logic on...
- Replaced implementation with own
Try restarting the game after installing the mod. Beam needs to start with the mod already installed to register the bindings in 0.34.
I do not understand how you could even be disappointed if you had read the first post at all. These cars are not made for actual realism, they are...
There's a function in the BeamObject "obj" global for this: obj:inWater(cid)
This mod does not change the AI algorithims in any way, it is only new vehicles. That development is reserved for the BeamNG dev team. There also...
Yes, absolutely. It's the same thing. For maps you could even use *.datablocks.json just to make clear what that file does. I personally used this...