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0.39 Discussion Thread

Discussion in 'General Discussion' started by Fluffy Panda, Jul 29, 2026.

  1. GavrilMan2973

    GavrilMan2973
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    Sep 21, 2023
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    1,407
    It worked, thank you so much. :D

    @Top Tier Studios & @CrashHavenBNG
     
    • Like Like x 5
  2. dis0nored

    dis0nored
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    Joined:
    May 19, 2022
    Messages:
    312
    That's a nice garbage truck you got there :D
    --- Post updated ---
    Very odd behaviour when starting the game now. I have two monitors, they both go black and then the game starts on the main monitor. They shouldn't do that tho.
     
    • Like Like x 2
  3. r.chmpsvr

    r.chmpsvr
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    Aug 3, 2026
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    1
    Will we be able to have mods on PS5?
     
  4. r3eckon

    r3eckon
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    Jun 15, 2013
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    751
    This update broke my UI layout in a way that's proving hard to fix. Basically in 0.38 the z-index of a UI app could be set as needed with position:relative to change app layering but now (and I'm terrible at html/css so might be wrong) because the actual UI app code is nested under a bunch of extra container divs no matter what you're stuck in the stacking context of the app container generated by the game. So UI app that's loaded last (the last UI app container div in the html code) will always be on top of everything else.

    This is an issue for me because I have a few large overlapping UI apps that take up large portions of the screen and even when transparent the topmost app captures mouse input. Even though it clearly propagates to the game through invisible apps because camera can still be rotated, a visible app underneath an invisible app doesn't get mouse input. From what I recall this pointer behavior was present in 0.38, this is why I used z index to push visible apps to the top.

    All the ways I found to fix this are extremely hacky and most would require me to edit vanilla stylesheets. Setting the z-index for the root container of an app works but afaik this can't be edited dynamically. Hopefully I'm just missing something.

    Edit: ok so apparently the root container style can actually be modified by going back up the tree of parentElement in the ui app js until the root container is found and then the z-index can be changed as needed. I was trying to find a solution that would just restore the old behavior so I wouldn't have to change every ui app but clearly that's not happening. Not exactly optimal but seems to work fine.

    For anyone interested here's my solution, place in the link function of the app js.
    Code:
    //main code to enable root container z-index change from ui app
    var appcontainer = element[0].parentElement.parentElement.parentElement.parentElement
    var appname = element[0].className.replace("bngApp ", "")
    scope.setContainerZindex = function(index)
    {
        appcontainer.style["z-index"] = index.toString()
    }
    
    //scope functions to give html access to layering so buttons can cause layer changes
    scope.moveToFront = function()
    {
        scope.setContainerZindex(9999);
    }
    scope.moveToBack = function()
    {
        scope.setContainerZindex(-9999);
    }
    
    //lua guihooks.trigger receiver to give lua access to app layering
    scope.$on('appLayerChange', function (event, data) {
        if(data.target == appname)
        {
            scope.setContainerZindex(data.layer)
        }
    })
    The last function gives the ability to change app layering from lua with guihooks:
    Code:
    guihooks.trigger("appLayerChange", {target="myuiapp", layer=9999})
     
    #824 r3eckon, Aug 3, 2026
    Last edited: Aug 3, 2026
    • Like Like x 1
  5. BattleForBeamIsland

    BattleForBeamIsland
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    Jun 29, 2025
    Messages:
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    btw i still have the same problem and no response on how to fix it
     

    Attached Files:

    • Zrzutekranu2026-08-01132654.png
    • Like Like x 3
  6. DaddelZeit

    DaddelZeit
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    Jul 17, 2019
    Messages:
    3,652
    Not sure what you want to fix. If it's the textures getting kind of blurry in the distance at an angle, you can increase the anisotropic filtering in the graphics options.
     
    • Agree Agree x 2
  7. Ibi5hu

    Ibi5hu
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    Joined:
    Mar 5, 2023
    Messages:
    2,446
    is the issue:
    a) the objects in the distance are blurry and rendered improperly
    b) the tram lines being misaligned
     
    • Agree Agree x 2
  8. 7€r80-Ch˘r]3r

    7€r80-Ch˘r]3r
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    Jan 27, 2024
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    63
    Another bug I found: Simple Traffic vehicles only spawn with White primary-secondary colors in traffic mode, here's a video of the problem.:
     
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  9. BattleForBeamIsland

    BattleForBeamIsland
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    Jun 29, 2025
    Messages:
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    the main issue is the pixelated tram tracks and tire marks, it's kind of hard to see in that picture but when you're just driving around the map they can really bug you
     

    Attached Files:

    • Zrzutekranu2026-07-30210937.png
    • Like Like x 2
  10. AgentMooshroom5

    AgentMooshroom5
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    qa
    BeamNG Team

    Joined:
    Oct 29, 2017
    Messages:
    1,318
  11. 7€r80-Ch˘r]3r

    7€r80-Ch˘r]3r
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    Joined:
    Jan 27, 2024
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    63
  12. WhateverShellIs

    WhateverShellIs
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    Mar 29, 2026
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    78
    The team did mention that they’re trying their best to have mod support on the PS5.
     
    • Agree Agree x 2
  13. SemKill

    SemKill
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    Joined:
    Feb 5, 2021
    Messages:
    329
    Everyone's complaining about the new interface, but nobody's talking about how much better the interface's performance is, how it's more responsive, and how, more than ever, we can now navigate completely using the controller.
     
    • Agree Agree x 12
    • Like Like x 1
  14. DaveBro

    DaveBro
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    Joined:
    Jul 11, 2024
    Messages:
    1,232
    I feel we’re gonna get a 0.39.1 update…

    Some dude in the Forums was talking about how the new UI was slow in his opinion, but new UI is way better with performance and speed! Yeah, new UI is a bit more tricky, but I’ll get used to it…
     
  15. idk_2401

    idk_2401
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    May 17, 2024
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    406
    i don't know if it was reported, but the controller vibration doesn't work (i use a knockoff xbox 360 controller, and it worked in .38)
     
    • Like Like x 1
  16. LaserPG.ride

    LaserPG.ride
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    Feb 27, 2022
    Messages:
    9
    The default front Final Drive for the Cherrier FCV Ardente Pure 190d feels like should be 3.389:1 instead of the current 4.37:1.
     
    • Like Like x 1
    • Agree Agree x 1
  17. AgentMooshroom5

    AgentMooshroom5
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    BeamNG Team

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    It means you likely have a mod installed that breaks it. I'm aware of the Vehicle Parts Painting mod breaking traffic colours in a similar way in the past, however I'm not sure if that is specifically what is causing the issue for you. You'll need to gradually disable and re-enable mods until you can find which one is responsible most likely, though if you know you have anything that does things in regards to vehicle paints that would be a good first place to check
     
    • Agree Agree x 2
  18. 7€r80-Ch˘r]3r

    7€r80-Ch˘r]3r
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    Jan 27, 2024
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    I don't have any vehicle paint type of mods, but I have two Simple Traffic expansion mods installed with the Enhanced Traffic mod pack (street racing, AI vehicles adjuster, etc...), if I delete those 3 mods/modpacks, will the spawn colors work again?
     
  19. AgentMooshroom5

    AgentMooshroom5
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    BeamNG Team

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    I have no clue to be honest as I don't have these mods myself, you'd need to try it out yourself and see if it fixes the issue
     
    • Agree Agree x 2
    • Like Like x 1
  20. evandman54321

    evandman54321
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    Jun 21, 2018
    Messages:
    51
    I love my number plate dash board(besides some minor issues this update is great)

    screenshot_2026-08-03_23-24-51.png
     
    • Like Like x 3
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