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Discussion in 'General Discussion' started by Leeloo, Jun 14, 2022.
Copied them here for you
Racing Gauges: Fixed wrong label for EV range and unit for EV power
Fixed wrong default drive mode part name
Fixed wrong naming of Corse mode in the dashboard
Improved front crash bar collisions
Improved node positioning on rear bumper
Fixed wrong unit for right fuel tank
Fixed headlight glass deformGroup causing both headlight lenses to break at once
Added missing power steering slot
Added race hood
Fixed tire burst sound being triggered with a volume of 0
Fixed P mode in automatic gearboxes incorrectly locking up the output during freeze state and exploding upon releasing the freeze
Fixed Automation cars with specific brake settings crashing upon reset
Fixed lagging car dashboards: restored previous behavior for UI running at half the game FPS
Rounded score in the endScreen for Drift missions
Added walking ability to Crawl missions
Small fixes at Italy drag race prefab
Preventing buses to be spawned in the garage to garage missions
Fixed Custom Node loading not working in very specific cases
Random events are now enabled by default
Fixed several places that did not use the level's gravity
Fixed engine debug app displaying wrong power values
Fixed audio on Linux not working
Fixed missing engine starter and shutoff sounds
Rebalance of transmission whine(s)
Fixed error when trying to load automation cars as well as some other vehicles
Fixed wrong camera angle when clicking on "Test"
Fixed Automation mods not showing up
Fixed DCT using the wrong gear when shifting into M mode at non 0 speeds
Fixed incorrect math in generic gauge data for electric motors
Fixed negative pressures showing in in-car gauges after deflating a tire
Fixed an initialization issue in the rev-match logic
Fixed road issue in Città Vecchia
Removed non-functional left-over debug binding
Fixed broken force feedback feeling when choosing a Soft Lock Strength weaker than 100%
Fixed 1:1 Steering options allowing to end up with an incorrect configuration, leading to a big dead zone around the center and broken force feedback feeling
Fixed Soft Lock affecting force feedback when the wheel was perfectly in the middle
Added ability to disable 1:1 Steering without touching the amount of full lock degrees
Improved 1:1 Steering Angle slider range, for better usability with most common steering wheels, while still allowing up to 6000 degrees by typing in the text field
Added ability to use 'Oversteer Reduction Assistant', and 'Reduce Steering at Speed' with bindings set up with a 'Wheel(Direct)' filter, thanks to new checkboxes in Options > Gameplay > Assistants
Fixed missing logs in the launcher
Fixed launcher failing to detect x64 bits OS in some cases
Fixed missing rear firewall beams causing nodes to get loose when some parts are removed
Fixed roll cage being too strong
Fixed roof bar mount texture UVs
Fixed race hood texture UVs
Fixed UI name for front driveshaft on AWD models
Fixed wrong default tires on the GTx and GTx Spyder
Fixed tread direction of new drag tires
Fixed readability of the screen, removed blank space on the sides
Fixed center column text being to big in some cases and clipping on other cells
Fixed AI decal road
A selection of Missions can now be played directly from the Scenarios Menu.
Wild West Trails, Highway Loop 1, A Flock of Pigeons, River Crawl, Soccer pit 1, Scintilla Delivery, Slither Drift (Short), A Run for Life, Garage to Garage Delivery: East Coast USA, Garage to Garage Delivery: Italy, Garage to Garage Delivery: Jungle Rock Island, Hypermiling at the Gas Station, Knockaway: Blocked Road, Beginning and Target Jump: Bridge.
Starting these from the Scenarios Menu will use the default settings and the default car (for A Run For Life and Hypermiling at the Gas Station).
Missions can be made available like this using a setting from the mission editor.
Other mission changes:
Added two more Missions to the Driver Training Campaign: Trailer Delivery Intro and Barrel knocker Basics
You can now gain the Driver Training Campaign Steam achievement (previously attainable by completing the old campaign) by passing the Advanced Circuit mission of the new Driver Training Campaign.
All Missions now have a Date and Author field.
Fixed UI Issue in Target Jump missions.
Fixed Vehicle Freezing not working properly in Target Jump missions.
Fixed Points not being rounded properly in Bus missions.
Garage to Garage missions will now have proper traffic for their level.
Fixed Garage to Garage missions sometimes having too big vehicles or too small parking spots.
Added 3 AI races to Small Island
Fixed an issue where some actions were not blocked correctly, allowing the user to recover or teleport the player vehicle, among other things.
Fixed some camera issues after changing the vehicle
Fixed Clutchex AWD not working correctly in reverse
Fixed an issue where under some circumstances DSE would not initialize correctly and leave the car unusable
Fixed an issue where adaptive brake lights with no installed ESC would not function correctly
Fixed a bug where AI traffic resets by pressing Insert or Home
Fixed a few logic issues in Chase mode; chasing vehicles should act stronger now on long road segments
Fix UI not being able to access files with non-ascii characters
Improved throttling of dashboard updates
Fixed calculations of camera speed and rotational speed that are used by sound system
Fixed wrong camera mode when taking the screenshot for a custom config
No it doesn't. Interiors are still darker than before. And without AO the landscape looks bland. I wish I could go back to 0.24.
The update make the neutral drop in automatics Transmissions more poorly. Makes the rpm drop to much. Giving more less reality to the neutral drops
I haven't noticed any problem neutral dropping a D-series.What car were you having issues with?
Many modern cars won't let you "neutral drop" them, because it's really bad for the transmission. They cause the engine to drop the RPMs until a gear can safely engage, and only then they engage it. So it is realistic that some of beam's cars are un-neutral-droppable.
Also, technically the "faster" way to launch a car is brake+gas in D, then release brakes. It builds pressure in the torque converter, and doesn't stress the transmission as much. But that's more of a real-life advice...
First of all, i love the Scintilla. It drives incredible, looks incredible and is very well made but i have one little problem with it.
Behind the rear bumper there is just kind of a huge empty space, used for nothing. The Bolide has it as well but there it's filled with air ducting to direct air from the engine bay out of the rear bumper vent. That's what i love most about the remastered Bolide. It has these ducts everywhere which makes it not just look cool, but is realistic as well.
excuse my crappy pictures ducts leading air to the radiator and brakes behind Bolide's front bumper
The Scintilla has none of this, front or back. The cars vents just kinda go in and don't lead to anything specific.
nothing behind rear bumper side vent leads to nothing
The vents on the side of the car could have lead to the intake system or lead through the engine bay for cooling, now they just kinda go into the back of the cars bodywork, and don't do much. Having ducting go through or leading the air somewhere would have not just looked better than an empty hole but it would have realistically been a way more efficient system.
I think this is just a bit of a missed opportunity. Other than that, the car is fantastic.
Sounds like mostly the new wind effect of high speed drowning out the rest of the samples
Now that the Gavril diesel can output 75psi (5.2 bar) of boost, could we also get a special heavy duty torque converter option for the 4-speed drag transmission as well? Right now, the torque converters are set up for petrol engines, so if you try using the diesel with it, you experience a lot of torque converter slip. When compared to using a 5-speed manual transmission, even with sloppy-ish shifting, you lose 30-40km/h in top speed because the automatic transmission can't figure out when to shift on its own & often jumps between gears which just murders your speed & acceleration.
Having something like a "Heavy Duty Diesel Locking Torque Converter" with a stall of ~1800RPM for the 4-speed drag transmission would suffice
There is issue with AI lights. During the night from time to time there will be car (and sometimes cars) with bugged lights that won't emit any light despite being turned on.
It looks like it happens more frequently if there are more pooled cars. With 8 pooled cars it happens almost 2x than with 6 cars.
Where can I play "A run for life" scenario?
--- Post updated ---
deep clear cache
It's in the middle-ish of the gridmap
I also encountered this. You don't have this issue at all?
I noticed something today,
I was browsing through the settings as i was experimenting with the fps limiter when i noticed a setting called “vertical sync”, it was off so i turned it on and man that setting was gifted from god,
On ultra graphics i can have 7 cars spawned and it is amazingly smooth, literally not even a single lag spike, what does this setting even do to the game exactly? I dont know what it could even do to eliminate all lag, does anyone know what it does? Im curious on what it does.
It isn't supposed to eliminate lag, it's supposed to eliminate screen tearing by stopping images from different frames being drawn onto the screen at the same time. A side-effect (and potential drawback) of this is that it locks your fps to your monitor's refresh rate, so it's another form of fps limiter. Dunno why it increased your fps though.
I was experiencing screen tearing which it did elliminate, it’s made my pc run beam easier too, it sounded like a fighter jet and then as soon as i put the setting on it just went quiet, it says i get 60 fps unless i spawn about 10 cars but it must be higher, without the setting i get 200fps and then i can bearly run 6 without major lag spikes,
Someone else also confirmed that they had better performance on there pc with the setting, idk, its weird.
0.25 has made AI extremely dumb. Before, chasing AI was extremely good at driving, now it drives like a literal toddler. Instead of taking turns slow, it overshoots corners, hits guardrails and crashes more in general. Fleeing AI is actually pretty decent, but you start to realize which path it uses since it doesn't change it's path even after 10 loops. I put chasing AI against fleeing AI and chasing AI was very bad at it. the chasing AI overshoots corners in the fastest car to the slowest car. scintilla? overshoots corners. Grand marshal? overshoots corners. Even with the Autobello picolina, it Flips while turning at an intersection. Meanwhile the fleeing AI esbr with traction control off turns at intersections with no problem at all and literally leaves the scintilla in the dust.
This also affects AI police as well. Collisions it could avoid easily before by steering off the road by an inch it can't anymore. Make an unexpected turn on the road and it will somehow crash into another traffic car or a tree/streetlight. Overall extremely bad at driving. random AI now Crashes into objects. I've tried the AI manager with 0 risk, full awareness and legal route speed, same bad results.
I have no idea if this is because of the new oversteer assistant screwing over the AI cars or the AI being worse at driving in general
Mission Bug: Long Crawl trail
When using Last Recovery Checkpoint function.. It sends me to first recovery checkpoint even i did like 9 checkpoints..
whats your pc specs?
all i could find