I got this drivetrain in the Piccolina, all mods disabled(safe mode) and cleared cache. The car drives ok though.
I deeply appreciate the humility in this post Gabe, and also the strong will to improve things which appeared to be weaker than others. Knowing how hard it can be to dive again into those complex files with so many intersections, UVmapping and skins to handle, it's a real labour of love to make such improvments after all this time, and also a chance that the game is in early access and make those tweaks possible. Congrats for the work done and good luck for the work still to be done. Can't wait for the new variants of the D15 and Grand Mashall. Now since i had some free time to test the update, here are some details i noticed and that in my opinion could be improved : - the front fender of the D15 is bending outwards when the inner fender is bending inwards : I can't imagine how this could be possible knowing how many bolts are used to maintain a fender on a unibody innerfender. The fender could eventually detach, but i think it should at least start to bend the same way that the support it's fixed on. The innerpanel is making weird outwards spikes it didn't use to do before : The trunk of the Moonhawk is making some weird spikes : Now, i do appreciate a lot of the improvments and jbeam modifications made to the car,but the following is one detail that i don't like at all because i think it's not accurate. The front end of the Moonhawk deform weirdly now, regardless to the way we try to damage the front fenders, they almost always bend weirdly outwards as if they were some kind of airbag instead of being of steel : This immediatly bugged me, because being so much passionnate by car chase in movies, by muscle cars and having a lot of crashed cars photos in stock for reference, this doesn't reflect how strong those cars are built. Looking below how a real Chevy Chevelle and alike can deform, we can see it's almost always crumpling on itself in some kind of linear way, from front to the firewall. The way it is now i feel like there is no innerfender strong structure at all and that this part is just following loosely the fender itself. I wanted to report this as i'm very attached to the Moonhawk and in my opinion, it was deforming way better before : This is the only thing that really annoys me, all the update is of course freakin' awesome guys. I will post more details as i think i noticed more, but i have to test further.
Hey I just wanted to congratulate @Nadeox1 for the fine work he did making the new parts and configurations for the T-series - these things are going to be plenty of fun. The new Tasti-cola Delivery scenario works like a charm too - but I can't help but feel that it underlines just how badly we do need at least two new parts so we can make a proper Tasti-cola configuration for the T-series. Coca-Cola seems to stick to a particular recipe for its trucks (with the exception of its special Christmas trucks) - always steel wheels, single straight exhaust with rain flap on the right-hand-side, and a body-coloured front bumper. Decorations are kept down to a logo, a unit number, and the federally-mandated information. In any case, I'd really like to see new T65 and T75 configurations roughly following this pattern - it would be awesome to have the truck matching the trailer!
Because now if you remove the exhaust from a car it has a different sound, can we get straight-piped exhausts for all engines? (Just so that the cars look more "cosmetically pleasing", plus it's cool to spit flames out from the back instead of from under the car)
I really enjoy this new diesel for the D-series, though it would be nice to have a compatible version of the alternate fuel tank that can be installed with the flatbed.
I have to say, i really like the way the new body mounts work now, and that it is coming to all the rest of the on-frame vehicles will be something I'll be looking forward to quite a bit
lowest of low graphics (everything disabled as well) and skins (+rollcages) are no longer friends, you get these funky dots all over
Suggestion: (Optional?) creeping with electric cars. The throttle is very sensitive and it's really difficult to pull away smoothly especially with the 800 hp variant. And I'm using pedals with a custom curve to make the first 10% of travel less sensitive.
BUG: Slooow UI, depending on map. Can take up to 10sec to register input when for example clicking to choose a new vehicle. Not slow in main menu when first started, only when ingame. Ingame HUD equally slow. Every now and then it gets better for a few sec then it back to sluggish. Tried the black screen issue fix, cleared cache, clean install without any mods or level files, not working yet. Italy and WCUSA are worst so seems like a CPU issue?
The reason of sensitive throttle is that the "engine load" calculation is still ICE-ish. Let me explain that. In an ICE car when you rev the engine high RPM, 50% throttle is about 50% power. However if the RPM is low, you may get 75% power at 25% throttle. This is because the intake vaccum depends on both throttle and RPM. At near redline RPM the 50% throttle creates about 0.5atm vacuum and 25% throttle creates about 0.75atm vaccum, this reduce the engine power. At low RPM although the throttle is as low as 25%, there's not enough air flow to suck in that amount of air to create that vaccum, creating far less resistance to reduce engine power. In the eSBR if you floor it in 0-40mph you notice the torque is near constant(use the UI app "engine info") when ESC is not active. However when you accelerate at 10% throttle you'll notice the torque is decreasing during acceleration. This is clear ICE behavior. For better throttle response you may want to check out this mod.The motor controller is programmed from scratch. I really hope that BeamNG would hire Arcanox for a better electric vehicle.
Yeah I have that mod installed and it's pretty damn good. I wasn't aware of why the SBR is acting this way but it makes sense. Either way, I would like to see an improvement here. And also in the behavior of the ETK 8 speed DCT.
Some bug reporting in the world editor. - After some time in the editor the menu text get messed up and buttons stop working, menus disappears/stops responding, cant select/unselect objects on the map. And I feel it crashes more - Under road settings on the tool bar I cant hide the road texture anymore (when I need to see the ground texture underneath) - Trying to change numbers reset then to something completly different (distant on the sound emitter, typing in 5 then hitting enter, and they jump to 30, and they can not be changes anymore) - the decal roads do not update when you change the terrain any more, and it you move the roads the texture just stay where they was
Should of known, I cleared cache, verified integrity and thought I had disabled the mods but no, a mod that changes the lights to a brighter/more realistic pattern.... somehow effects the exhausts. I opened in safe mode and they were there. Don't know how I missed it because it shows 1 installed mod on the main menu, 'shakes head' sorry I'll delete that post. Thanks
Where did the Wood Crate prop go? it disappeared without a trace. I remember it still was in 0.15..0.16 removed it? PS: I just noticed it..If it really was removed then i dont really care.
Just a quick question to the recent 0.16 update .... I have as default vehicle D15, with STG3 blower, 5.5l V8, open front diff (yes, gear ratio matches the rear one!), 4spd auto, AWD transfer case ... and it makes 1117Nm in game. Before this update the front independent suspension was able to somehow handle it in full lock (L or R) under full beans in almost any situation. Now ... front wheels just snap of. NOTE: Only stock parts used .... no mods.
While switching through the menus inside the vehicle customization section, the buttons do work fine but the orange line stays to the left instead of moving to the menu that you are in. All mods disabled, and cache has been just cleared. Another thing that i'd like to report is the tremendous amount of UI lag that I'm getting in my laptop. For some reason in my main computer (the one in which I recorded that video) works perfectly fine. Anyways, in my laptop, although it's quite less powerful than the computer, the UI lag sometimes is pretty cahotic. For example, when I'm at GridMap the game itself keeps stable at 55-60fps (vsync on) but the speedometer gets pretty laggy and has like 2 or 3 seconds of delay. Although sometimes it just works fine, most of the time it's just like i explained. Also it happens on the menu, but not with such amount of delay. Specs for the laptop: i7-4712MQ @ 2.30GHz 16GB DDR3 GT 930M 2GB VRAM Windows 10 Pro x64 Resolution 1600x900 Game installed on a SSD, cleared cache, all mods disabled, I even reinstalled the whole game.