Not sure if these are bugs or features, but - MD series trucks spawns without rear shocks. Noticed on tanker, log, dump bed, and box truck upfits. I haven't checked others so this may be wider range. - In Vivace If I change Interior to lightweight it comes without pedals. If I add race pedal box having DCT, it comes with three pedals although there is an option without clutch pedal.
NGRC vehicles were roughly balanced in terms of overall vehicle performance when driven, rather than in terms of raw engine horsepower numbers. If you think that vehicles are nowhere near competitive with each other we can look into that, please let us know which in particular you think are incorrectly balanced. Please keep in mind that it's expected that some vehicles will be better in slow stages, others in fast stages, others in tarmac, others in dirt, etc. The goal is for them to be relatively similar across an entire rally championship, not in a single specific stage.
To clean up old files, please use the Launcher > Manage User Folder > Manage old versions and backups. This menu will list all the old folder, sorted by size, and allow you to either clean them up (if you wish to keep their contents), or delete them entirely (if you don't care about the contents inside).
Pretty sure that's intentional, especially when you factor in that shocks of any kind weren't a vanilla option for the MD until 0.36. (Admittedly, I forget if it was just the rear axle or both axles.)
The vehicle config menu is very slightly too tall: ".vehcfg" it has a bottom padding of 2.75em, but the bar is 2.9em tall. When changed, it fits properly. This padding is specified in /ui/ui-vue/src/modules/vehicleConfig/views/VehicleConfig.vue (uncompiled).
The traffic light camera on the West Coast map of the United States no longer works and displays a fatal LUA. error. Does anyone else have this issue? I would also like to mention an extremely inconvenient bug in the user interface. In the car customization menu, after selecting the discs, the list is moved to the beginning of the disc list, and you have to search for the selected line again each time. This issue was not present in previous versions. It may have been reported earlier, but it makes the game unplayable. Please fix this issue!
Why can Sunburst increase or decrease power with only a wastegate? As far as I know, rally cars are basically restricted in power by restrictors, so it should not be possible to increase power. (I apologize if I am ignorant.) For reference, in Italy's Gravel Hill Climb 2, Sunburst clocked in at 4:56 and Vivace at 4:44. The power difference is approximately 50 HP, but there is a 10-second difference over 6.2 km.
In the hirochi sunburst with DCT, when the gear is lowered, the car does not react to the gas for about two seconds and only then accelerates. --- Post updated --- The steering force must be returned to 1000. On some cars, the steering wheel feels too light and 500 is not enough. Although everything in my steering wheel is 100% unscrewed%
Is anyone having any keybinding issues lately? I remember correctly, it was from 0.36.4ver Keybindings in all modes are broken, and don't work properly. In a clean install with all mods removed, additional features (like rollback) work normally except for basic key bindings. However, if you add a mode that uses key bindings, All additional keybindings will stop working For example, if you use CDC's rollback mode with underscores, vanilla rollback keybindings will not work (though they will work with triggers). It doesn't show up in the mod check for the probability of damage, and there's no log in the error log on the console. It just doesn't respond at all as if no key assignment was made. There is no problem with the function, the keys just do not respond, there is no error log, and it is just sitting there. I don't know what the problem is. I see a few people complaining of the same issue, and I'm wondering if there are more people experiencing this issue. It's really frustrating not being able to use all the functional modes I like.
the 10 character limit on license plate text is annoyingly 1 character too short for me to fully utilize this mod
I noticed the chopped Burnside bodies don't have a roll cage option. Can you please add it in the future?
I found an issue with a few vanilla sunburst configs, the ecu slot and part uses incorrect name where the ecu tag is before the engine size but in jbeam the engine size is before the ecu tag. In these configs the part and slot name format is sunburst2_engine_ecu_ENGINE_SIZE: In the actual jbeam data it's sunburst2_engine_ENGINE_SIZE_ecu: This doesn't cause issues with the car because it just loads the correct default part for the actual ecu slot with the correct name. And all these configs use the base ecu which is the one that gets loaded as default. It can cause problems when trying to get jbeam data for parts in the config file using the wrong part name which is what happened to me in code to generate random configs. It was reporting a missing jbeam file so I looked and noticed the incorrect name.
love this game. nice work devs. few things ive noticed recently: ETK I series seems to have visual stutter when on interior view. Something like a covet doesnt have the same thing. To reproduce, go interior view and take a tight turn, looking at the scenery in the distance. i have realistic mirrors turned on but not realistic reflections. good place is the ETK driver experience map. look at the trees in the middle distance and they hope across the screen as if its 30fps when my fps is more like 60-80 (5900X / 32GB / 4070S Ti / 4KHDR@60) Also , in career mode, there is a job where you can fill up a tanker partially. i think the simulation of liquid moving inside a tanker trailer seems to trigger impact type sound effects. once i get a partial liquid load, i keep hearing harsh impact noises from the trailer. this also happens from the T series mud flaps hitting the tyre. thats a lot worse, but i just unequip the mudflaps in that case. lastly, could we get more consistent tyre options for the available wheels? in some wheels there isnt consistent options for sport/rally/race tyres etc, ie where youd expect to see all three types, sometimes one type is missing for certain sizes etc let me know if you want some video examples of the above. thanks!
Hi, I've noticed that if you have negative money in BeamNG Career Mode, the game doesn't let you remove parts off the car (I suspect due to it charging a price of 0.00, but if you have negative money, you can't pay that).
I am going to voice my opinion of the radial menu I like that we can now change what it can show but I feel that having to go through menus upon menus to get to things that were once at most 1 menu deep all for the sake of a cleaner look is honestly a very poor desicion and kinda defeats the point of the radial menu which I always thought of as a quick access to features
do you guys have a rough guide on how the classes should perform so modders can make similarly performing variants instead of spending a while comparing it to a vanilla config just to make sure its correctly balanced?
i wonder - this whole piece of software is in development since 10 years now and still buggy with pretty eye hurting visuals. read somewhere at steam they should put the time in finishing the basic stuff instead of adding new stuff constantly. do you think so? and when will this whole thing will be anything near than whatever is stable release?
Many people ask about it, as do I, but the game is mostly just overgrown with content... perhaps the developers just don't have free hands to improve the game in this direction at an acceptable speed, I won't list all the festering calluses 20 times... but just in case I'll cross my fingers, because I love this game so much! the latest thing that pleased me was a more or less stable volcano and the ongoing development of new tires, but that's not enough...
Found something else I believe to be an issue, I was having trouble caused by the Vivace due to the vivace_DSE_drivemodes_comfort drivemode slot being missing from the jbeam/io getAvailableSlotNameMap function, I checked the jbeam and noticed all the other drivemodes fit in their respective slot but the comfort drivemode uses the "arsenic" slot: The default for the comfort slot is the correct part, but the part itself doesn't have the correct slot type. I'm assuming this is a mistake because following the logic for the other drivemodes it should probably fit in its respective "comfort" slot. Aside from my own issues with the slot map table in scripts, in game that issue has the effect that all other drivemodes can be removed from the car except that one. Probably can't be removed because of the incorrect slot type but still spawns in the slot because that's the default part for the slot.