I don't think these surface normal artifacts in the Miramar's bed were there last update. And posting here instead of the UI thread since it seems more relevant: for the new minimap app, could there be an option to zoom out and see more of the map at once? (Zeit's minimap for comparison)
It's not letting me select any vehicles other than the default car for that particular model. This happened after I tried vulcan (and it crashed). I've cleared cache and restarted the game but am still not able to select a car without it reverting back to the default config for that model
What the hell is wrong with BeamNG? I'm getting 100fps deactivating shadows but when I try the same settings in Vulkan I'm getting 30fps?? You guys said the game got optimized but I don't see a difference
I found a bug: when I connect my steering wheel (G923) to my PC, I can't see the car's features on the side menu (I don't press any buttons on the steering wheel). Disconnecting the steering wheel resolves the problem. I uploaded a video to help me understand the bug. At the beginning of the video my steering wheel is not connected then as soon as we hear the Windows sound it is connected
right now it is stressing me as hell I am going to uninstall and not play beamngdrive never ever had so much stress in my life with a game apart from beamngdrive I had enough
Game reads ALTGR as CTRL+ALT. It's not surprising, many programs do that. Because I don't want to buy a controller or a wheel and I found that solution to be the best one. I'd wager that the devs never considered someone might use this particular arrangement to play, so the new input system probably didn't intend it to happen. But if their game allows me to use mouse (trackpad, actually) for the 3 axes, then I'm gonna use it.
I don't know if it is intended or not, but Barstow's rear suspension is weak and seems to break easily. I tested the cyan config by lifting its rear with the node grabber and letting go.
Some of you guys need to chill, you bought the game knowing it is still in development, so you can't got expecting a flawless experience right out of the bat. Bugs and human mistakes are inevitable when working on a project, so when they happen, please just report them clearly and without taking things personally. So far, the developers have consistently shown us that they care deeply about BeamNG and community feedback, so we really shouldn't get desperate over these likely soon to be fixed issues.
I am just testing the new spline tools in world editor and they are really great. However I just try to import a spline from png and get the following error in the log: My spline png is attached. Does the right Dev here has an idea whats going wrong? UPDATE: The PNG file must be greyscale 16 bit. I had 8 bit. And That did not work. Here is the reslut imported from QGIS: But whats really annoying that when in world editor the game freezes very often to death please check my post here too for another problem: https://www.beamng.com/threads/new-master-spline-editor.106483/
Appreciate the work that goes into these updates as always! I was using the updated Camera Path Tool and wanted to share a couple of feedback items from my perspective: In previous versions, if a replay was being used, adding a new camera path (pressing the 'New' button) would automatically check the 'Use with Replay' checkbox and have the opened replay file selected. If no replay was being used at the time, this checkbox would of course be unselected and there would be no replay file. I've noticed that with this new update, the 'Use with Replay' checkbox is always unchecked and, therefore, a replay must be selected each time a new camera path is started. It's not a huge deal but what I'm finding is that when I finish my current path and want to create a new one (using the same replay - I often use one replay for multiple paths), I'll press on Delete to clear the paths and when I press New again, the replay gets closed and I need to re-select(re-load) it. While I realize I could delete the individual camera markers to clear things and start over, either way is additional clicks. Perhaps if this will be the expected replay loading behavior going forward, there could be an option added to "clear all markers"? That way a current replay can be selected once, stay loaded, and when it comes time to create a new path using the same replay file, this option can be used instead? Just a thought. I use UI scaling (set to 1.25) for the World Editor (Edit > Editor Preferences > User Interface > Scale: 1.25) and I find that there's quite a gap of space above and below the 'Current Path' section. See screenshot. This is less apparent when scaling is set to 1 and more noticeable as scaling is increased. Not a huge issue but with so much already packed into the window, any space saved is helpful. Lastly - thanks for the new 'Preview + Sync' option! It's super helpful!
The problem that I noted earlier in the thread wasn't fixed in the latest hotfix, but resiszing the app allows it to scroll instead and its a good fix.
when selecting a configuration for any vehicle, it always reverts back to the default configuration, i have to double click and its really annoying
Not sure if this is on purpose, but ever since the new vehicle selector HUD, whenever I remove a mod that has something to do with a vehicle config, I need to restart the game. Otherwise, the panel only throws a huge LUA error and nothing else.
The SBR's taillights appear to be configured incorrectly with the change to PBR models. The turn signals/hazards cycle the running lights (the ones that turn on when the headlights are on) instead of the brake lights.