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Some events need special handling and are not supposed to be supported there.
Indeed, that's the inspiration.
Make sure to keep the clutch pressed long enough for the shift to finish, otherwise you'll trigger the gear damage as you noticed.
Thank you, found and fixed the issue (it was related to trailer specific logic, believe it or not o_O ) Try in save mode, sounds like a mod...
Certainly not intentional, do you have an example for me?
What is it then?
Awesome, I've fixed both of these issues :)
ETK K needs 600HP as a stock config, change my mind :p
Thanks guys, found and fixed this one. :)
Do you have a link to one of those?
Thanks, I took a look at a few of those and fixed 3 specific issues that could occur with incorrectly setup electric mods after some changes to...
I think we've mentioned often enough that our brands are not 1:1 copies of real brands, but instead incorporate ideas and design elements from...
The manual hub lockers were changed to automatic ones with these cars.
Ah damn, now you caught us... \s
Link?
Hey, I'm afraid without posting the files, there's not much I can do for you here, you can also send them in private if you prefer.
Re: Trailers having their own ignition level and affecting lights and such this way: I fixed this issue here, but it's a fairly substantial...
Good catch! Rotators were not supported at all for speedo calculations, fixed that for some future update.
if you have a mod that is specifically interested in doing offroad things, it's probably best to have the mod configure these things from code,...
Btw, the old stuff also has the ability to spawn in 2WD, we just never used it.