Separate names with a comma.
Discussion in 'General Discussion' started by Nadeox1, Dec 9, 2019.
Found some floating rocks in italy
Not sure for how long this has been an issue, but I discovered today when I crashed the ETK K-Series that the mirror indicator was still working, despite the fact that the mirror broke off the car and thus was completely disconnected. I did some investigating in safe mode and found the following things:
1) When you use the 'break all the vehicles hinges' button in the menu, the mirror indicators will still work (I observed this for all vehicles with mirror indicators)
2) When you break off the mirror from the ETK K-Series (either with node grabber or crashing into the vehicle) the mirror indicator *sometimes* still works. It's a bit inconsistent though;the thing is either broken or it still blinks, I think it depends on the force with which it gets ripped off. I didn't really test this for other vehicles.
It's just occurred to me that West Coast, USA is completely devoid of street name signs.
Usually, street name signs at major intersections in U.S. cities go here, alongside the stoplights:
But in Belasco, there's nothing:
On smaller intersections, there are typically dedicated poles on each corner with signs for each intersecting street:
But once again, nothing in WCA:
What's particularly infuriating is that some streets do in fact have names—you can see them on highway exit signs:
(and on bus routes, as DriftinCovet pointed out).
But once you take the exit to the actual street, you see a familiar sight:
This seems like a surprisingly glaring oversight, considering the map has such detailed highway signs.
Add Firwood onto that, too. The only ways to find out the street names as of right now are to drive around in the Wentward (which doesn't cover every street) or do a deep search through the game files...
...which doesn't solve the issue of where most of those streets are. +1 to this suggestion - it'd really help liven up the towns and cities of BeamNG.
Not just this, but it would be great if the UI told you where you were and what street you were on, similar to Grand Theft Auto. For example: "Silver Street, Firwood" or "Canal Street, Belasco City".
Example from GTA IV:
Some detailed maps put out by the developers featuring road, district, town/city, important location, and general geographical names would be great, like the maps packaged with Grand Theft Auto or other similar games. This wouldn't really be that hard to make.
Example (Also from GTA IV):
Example (NFS Hot Pursuit):
Like @Srockzz said. It's the jack of all trades.
...and master of none.
Oh yeah, and that to. I forgot
Another minor issue I noticed, concerning the Piccolina: In the game, it's listed as a hatchback, despite not having not having a rear cargo hatch, which would technically make it a wagon/saloon.
Note that two similar real-life vehicles with identical rear-engine-decklids, the Fiat 600 and Volkswagen Beetle, are both listed on Wikipedia as wagons/saloons.
Additionally, "shooting brake" is technically a distinct body style and not a type of hatchback (at least according to Wikipedia), so the SBR4/eSBR shouldn't be listed as a hatchback either.
(plus the above vehicle selector screenshot)
Here's the infoboxes for the BMW Z3 and Ferrari FF:
And before anyone says the SBR is actually a hatchback, the "S" in SBR literally stands for "shooting brake."
Hi, new member here! I've found a bug. Playing in free roam, in the Ibishu Hopper, in the vehicle customization menu, the program will stop responding when you try to add "Spare Tire Holder" to the "Plate Style Offroad Rear Bumper" when there is already a "Spare Tire Holder" equipped to the "Tailgate".
Hello and welcome.
This issue is listed in the first post, as fixed for the next update
For some reason the Sunburst Police RS has a normal rear bumper when it should have the RS rear bumper.
Forum is a little wonky after maintenance.
Edit: or this could be normal and i'm dumb
2 things about the AI:
For some reason, Traffic AI tends to slow down for no reason. This could end up with me rear-ending the AI car.
The Traffic AI spawner never spawns in cars made in Automation. I'd like to see the spawner spawning Automation-made Traffic AI cars into the game.
Why's the "What's New?" button broken? Can't connect to forum when I click it.
Works fine for me.
Weird, tells me "Site Cannot Be Reached - Connection Reset" might just be my incredibly shitty HughesNet connection though - everything else is working fine.
not sure if this has been mentioned, the drift config for the etk800, etk k, etk I, miramar and bluebuck have a performance class of 0.
Is it just me or AI had started to spawn big vehices like a bus or a truck.
Sometimes I need to relaunch traffic several times just so I get normal cars.
Lagrer vehices tend to get stuck much more often, maybe it would be a good decision not to spawn them at all.
Also when the road is really narrow the traffic freaks out.
The dirty way of fixing it would be to make narrow roads one way only for AI cars.
I know it would not be ideal, but that sould not take much coding.
The Gavril Bluebuck has no horn. It should have the same horn as the Burnside Special or Gavril Barstow.
o h w a i t i t d o e s b u t i t d o e s n ' t w o r k