crazy how those guys takes 2 months to make an hotfix that doesn't fix anything (seriously that changelog with a one and only paint job for the Bolide took me down) it would take them at worste 2 hours... at best 12 minutes to fix this radial menu bug everyone is having and is complaining about Edit: Ok I must face the fact that this message was far too biased against the developers. I apologise for that I don't have a solution to this issue at the moment even by re downloading the game from scratch but let's hope next update fix it by magic
What exactly is the issue? The only issue I ever had with it is that the "last used" section breaks, but this can be fixed by clicking on it multiple times or just clearing it all together.
Go to keybinds, search "Toggle radial menu" and bind it to something that doesn't overwrite anything else If it already is, then I don't know what might help.
Lap timing app in time attacks accessed from the menu is still broken, and I can't find a way to bring up the UI-app selector while in a time attack, nor can I get the time-attack UI profile to actually show changes made from freeroam while in active use. I had to file-dive and manually change "noCockpit" to false for tacho2 in a bunch of different UI profiles, until I finally figured out I was working with the quickrace UI profile, so now I can at least get a tachometer in cars where the dashboard tachometer doesn't accurately reflect the engine's max RPM, but the timer is still very broken and hand-hacking the UI profile to use the "lapTimes" app instead of "hotlapping" doesn't work either; "lapTimes" plain doesn't respond to anything in a quickrace time attack. Meanwhile, time attacks accessed from free roam can't do infinite laps, and 20 laps of Hirochi Long isn't enough to run a car out of gas, even with a tiny tank and a driving style designed around maximizing time on throttle at all costs. If I can remember how to get to the flowgraph editor, maybe I can poke around a little more and see if I can force something to work, but until then, this is really harshing my practice.
I actually have done that actually. Just figured I'd just let the dev know in some hopes he'd put his foot down or something of the sort.
i really hope the ai in 0.39 will be able to see that the car in front is parked and go around instead of creating a traffic jam.
imagine driving a 3 cyl ultra aero dynamic box but with a swap like the etk engine (the bmw i8 b58 project on yt be like)
Guys what breaks when you have overtorque damage? This is a blown engine by overtorque and it shows 0 damage, and also there are no signs of it blowing up such as loss of oil pressure or headgasket leaks.
I feel like this might be worth mentioning. I'm aware it's because of my odd workflow but I've noticed if you have a .zip in your unpacked/modname/* (in this case a map) it will stop almost all other maps in the mod folder from showing up in freeroam selector. I normally rename the extension to avoid conflicts while keeping the file in place - .zip example - With no .zip to mess things up - With .zip that stops other levels from loading
weird physics bug with hseries basically just strip it down to its rollcage to make the following easier, then rip it off and now you have bugged physics doesn't want to rotate and crashes physics if in water video: https://nextcloud.devel60.net/s/xEQC2zPdkgtC7NY yes this is quite old but i just forgot to report it