Hello, When I click on a mod in the mod manager that is not from the repo, it no longer brings up the window which allows me to deactivate/unpack. For instance, this window: https://www.reddit.com/r/BeamNGMods/comments/1phxaaz/unpacking_and_packing_mods/#lightbox I only get a blank screen that shows the background. This happened with the .40 update. Thank you.
Ah perfect, many thanks! Looks like it's fairly open in what is possible (always indicating vs ranges of deceleration, etc). Do you happen to know anything about other markets? Esp NA?
It's not that I don't like them, I just don't think it was necessary and now it's gonna make the car selection menu look like crap unless every single modder updates all the thumbnails, and all for what? So they're darker now. Not worth it! Damn, yeah makes sense. Shows what a dumbass I am for assuming the worst I guess, looking forward to it and sorry for the super bothered rant Maybe it's cause a lot of these cars work when you spawn them but if you tab out then back in they stop working (because the seat system "kicks in" I guess) so if dedicatedly testing maybe one wouldn't realize the car is broken since it'd work fine after spawning at first In beammp is worse, because for the other players the cars break immediately, and then the sync is completely broken (they don't move at all, or they do but their engine is off which leads to them falling out of sync more) so the problem is just a lot worse in beammp than in singleplayer (where, I assume, it was tested) Either way I'm glad to know a fix is on the way, sorry once again for instantly assuming it was a lack of caring about mods rather than a completely reasonable oversight I'm a dumbass for that considering this game's history
Under the known issues, it is mentioned that career mode does not work on the native Linux Steam release, but I've created a new profile and it works just fine. I wasn't so lucky trying to load my old profile... Code: 128.85686|E|GameEngineLua| *** FATAL LUA ERROR: [string "lua/ge/extensions/career/modules/playerAttrib..."]:83: attempt to index upvalue 'attributes' (a nil value) i'll attach the full error message, asi it is too big for posting as part of the message
Current fifth wheel position would be more suitable for vocational use like low loaders or dump trailers, but we can certainly fix the fifth wheel position range to accommodate for this as well. Here I just tested the 6.8m truck with the same fifth wheel position as on the 6.17m and everything fits well, only the rearmost fender tops rub against the trailer frame when turning. Correct me if I'm wrong but for this use case it does seem to be pretty common to remove those IRL too, and some trucks even have lower height tops available.
Seems to also break the Driver camera in some cases, even on base game vehicles. At least for me, with the current system, i'm sometimes missing the driver cam in the BX. But i mean, the devs can't be there testing stuff with every mod on the repo, and people like me with 600+ mods do so while knowning the recommended maximum is 200, and should expect weird stuff to happen. It's mostly working and that's already great. It would be nice if it gets fixed. For the part where it's locking controls, i've found going into split screen and getting back out restored functionnality on some cars, especially vanilla vehicles that might get broken too. --- Post updated --- The 1080ti is on par with a 3060 12gb (without dlss), it's pretty much faster in every aspect than most of what the steam user base has. It has DX12 support. I don't see why he should stop using it, especially seeing the prices GPU's cost nowadays.
It's complicated ... I don't think the US has these brake lighting requirements (but countries that follow UN vehicle regulations, which the US does not, may have similar regulations), as there was quite a bit of discussion a while ago about certain EVs not illuminating their brake lights when regenerating in the US. A while ago I learned way too much about the Canadian Memorandum of Understanding on Interprovincial Weights and Dimensions though. Similar to the EU, Canada basically has a lowest common denominator for truck configurations, including maximum kingpin-to-rear-axle-group distances (12.5 m for standard semitrailers) and specific axle spacing requirements. The US is even more fragmented, making it surprisingly difficult to specify trucks that are legal even just on the National Network. At some point I stopped trying to decipher NA though, since everything's so different from pretty much anywhere else in the world that trying to wrap my head around it from a European perspective eventually makes my head hurt. Thank you so much! It looks so much better now! It should also drive better. And yes, it's not too uncommon to remove the fender tops. Depending on the trailer, you are only required to have them when driving without a trailer attached anyway (to prevent road spray and debris from being thrown up).
I've come up with a possible reason as to why this happens: gamepad users. On a gamepad you can only click what is below the crosshair, while on a mouse, you can click anwhere the mouse is. If you keep the thing you want to toggle as close as possible to the center of the screen (aka where the crosshair is) it's clickable more reliably, see attached video. Obviously this is unfeasible and quite annoying for mouse + keyboard users so it needs to be fixed.
Does "the overall mix is being reworked with this system in mind" indicate that the vehicle sound mixing is still a work in progress? I noticed that the engine sounds have changed and I like the new mixing; it sounds more natural when driving around. The weak spot seems to be low RPM sounds, like when the ignition is turned off and the engine spins down. Engine noise sounds unfinished on most of the older cars in this situation. I don't quite remember how engine shutoffs sounded in older versions, but it feels like there should be shutoff sounds that where there before that aren't playing now. The Percheron has a really nice shutoff sound though, so I imagine the rest will be updated in the future.
I thought my clutch pedal was messed up, but I figured out what's causing my issue. If I am holding the clutch pedal while resetting or recovering my vehicle the pedal input gets reset to zero. So I hold the clutch (for example after coming to a stop), reset or recover, then with the pedal still held down I go to shift into first but stall. Instead I have to let off the pedal a bit and the input value jumps back up from zero to the proper value. I checked and 0.39 kept the pedal input when resetting or recovering. Not sure if this is intentional or not, but it happens regardless of what the "Sticky vehicle controls when changing seats" setting to set to.
@Diamondback Thank you for the extensive reply, as for the gearbox logic, yes I can imagine it being a handful to code something like that from scratch. I know a little bit about remapping ECUs and seeing how many different parameters and tables go into making the gears turn, I wouldnt even know where to start. I took some time and did a little bit of research, turns out that I was incorrect on this matter. The brake lights coming on with retarder use is an option and not legally required, as written in German §53 StVZO (2). However, them being allowed to illuminate is a feature that most major manufacturers seem to make use of. I asked ChatGPT to research the web for publically available information on this topic for the most common manufacturers and it was able to return user manuals, recalls and datasheets where this feature is mentioned for 7 out of 8 different manufacturers. The implementation seems to be slightly different, some activate upon engagement, some upon deceleration ranging from 0.7m/s² to 1.3m/s². What it also found is "UN regulation 13 section 5.2.1.30.2." that applies mainly to newer trucks, where the brakes are electronically controlled, which mentiones a voluntary and mandatory threshold for deceleration, at which the brake lights illuminate, which is 1.3m/s². Below this value allowed, above it required. All of this info is mainly valid for newer trucks and not necessarily applicable to the Percheron. I appreciate the idea of basing the ingame changes on facts, now after this reasearch I also became smarter on this topic.
I haven’t noticed any mod breaking from Yeah that’s a thing that isn’t unique to beam. Basically after you reset it, the default for the clutch would be zero, so it is at zero. When you move the pedal it sees the change and “realizes” that your clutch pedal is at x degrees instead of zero. Same happens to me (and has happened) - I use a super cheap thrustmaster wheel that has a bungee cord, so when I park, I keep the wheel at its current position, not letting it spring back (for realism ig). I exit the vehicle and the wheel in the car stays the same. By that time I would have let go of the thrustmaster. When I go back into the car, it still thinks the angle is x, while it is zero, and keeps thinking that until I move the wheel
It makes sense why it works this way, but It's just that in 0.39 it didn't do this. So now every time I drive a manual car I often end up stalling lol. I guess I just have to get used to it.
Decided to try out the freeroam tutorial and I can't figure out which car the game wants me to spawn, since with my current car menu settings, every single vehicle and prop is greyed out and unselectable.
I appreciate the finally great anti-aliasing via the upscalers! BeamNG looks so much better now, like a new game.