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0.5.6.1 Discussion/Feedback/Bugs-Reporting Thread - READ #1 POST!

Discussion in 'General Discussion' started by Nadeox1, Jun 3, 2016.

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  1. torsion

    torsion
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    Having the "Performance" data onscreen doesn't allow using a controller to steer. Eg I go to the menu, click on Performance to get the graphs... and then I have to drive using the keyboard until I ESC out of it.

    I'm aware that the whole menu is treated this way, but it seems especially relevant for that section.
     
  2. torsion

    torsion
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    These three screenshots show untextured bits of ECA. I've centered the small untextured strip in the frame on each shot.

    20160701190909_1.jpg 20160701193211_1.jpg 20160701193229_1.jpg

    I also noticed that the chainlink part of this fenced in area had a tendency to "suck in" your car if it was high enough to hit the chainlink instead of the brick. (this is also on ECA)

    20160701192655_1.jpg

    This row of houses uses a static mesh for the ground and where it meets the terrain I believe that there is some unintentional rock painted onto the terrain. The transition is a very jarring hard line. I've centered the main offender in the frame.

    20160701193952_1.jpg
     
    #342 torsion, Jul 2, 2016
    Last edited: Jul 2, 2016
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  3. Occam's Razer

    Occam's Razer
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    This one's a common quality among narrow surfaces, especially ECA's fences. There is a reason why this happens, but it's pretty technical.
    Basically, the game treats the two different sides of any static colliding surface differently from one another.

    In a standard physics engine, objects are represented as a single, rigid body with a shape, scale, and an orientation. In soft body physics, such as those that BeamNG uses, objects are built of multiple infinitely small, shapeless, orientationless points strung together with springs to form a structure. Now, the likelihood that a rigid body object will fall through a solid surface is dependent on the width of the object and the surface, and the speed of the object. Because physics are only calculated every frame or so, a fast and/or small enough object could be on one side of a surface on one frame, and be on the opposite side of the surface the next.

    With soft body physics, the points' zero-scale make physics calculations a bit more tricky. Basically, BeamNG does the same thing that rigid body physics do as described above, except that it checks to see if the line between this frame's position and the last is broken up by a collideable surface. If so, the node is pulled back, and the appropriate level of kinetic energy and beam stress is applied to the soft body object.

    However, during at least some of the time that the node is being adjusted, it is on the wrong side of the surface, or near enough to it that it may end up being run as being on the wrong side. Thus, the opposing side needs to not only allow the nodes to move through it, but it should push them through. Otherwise, the soft body structure gets stuck.

    So, the solutions to this problem (from a level/asset design standpoint):
    • Change the directional facing of the collision mesh. Doable, and very simple. However, there are certain directions from which one would not rationally expect the player to collide with the fence, and here, it would more likely be the outside that would need the solid side.
    • Make the collision mesh thicker. This one would be my personal recommendation. It would prevent clipping whilst keeping the obstacle in play. And since this fence does have a base wall that is thicker than the fence itself, you wouldn't have to worry about the oddity of the fence's collision hovering potentially multiple feet off of the surface of the object (as much, as you said, it would be more apparent in taller vehicles). Also, note that you'll have to make the collision mesh thick enough to realistically prevent a vehicle clipping through both surfaces, as can be seen when hitting a lightpost or small tree at speed.
    • Remove the collision mesh altogether. Again, since there's a base wall, not having collision on the fence would make the removal a bit more transparent; most people would hardly ever notice. Moreover, one could make the argument that a chainlink fence would be unlikely to stop a vehicle cold like collision meshes do. Especially a vehicle that is tall (and therefore heavy), or is catching air (and is therefore moving quickly).
     
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  4. Deleted member 160369

    Deleted member 160369
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    midsize: no default option explicitly selected for the interior color slot in both "DX" configurations (should be "Gray Interior")

    EDIT - Attachment
     

    Attached Files:

    • midsize_interior.jpg
    #344 Deleted member 160369, Jul 2, 2016
    Last edited by a moderator: Jul 2, 2016
  5. torsion

    torsion
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    Yeah, I'm familiar with what's happening there. It's a known limitation so in my opinion content creators should implement either your second or third suggestion when modeling "thin" objects. I can't see any reason to intentionally put thin meshes into the game (our expectation is that they will always behave poorly). I figured I'd report this one and hopefully the collmesh would just get fattened up.
     
  6. Drivver

    Drivver
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    It's almost impossible to damage this braking light, I hit concrete wall 4 times at around 40-50km/h - until I wasn't able to drive it.


    After detaching tail gate from car it still glow when you hit brakes.
     
  7. IloveFords

    IloveFords
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    AI doesnt work (exept random)
     
  8. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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  9. rick harrison

    rick harrison
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    whens the next update!!!! WE NEED ONE
     
  10. Dealercrash

    Dealercrash
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    Soon, be patient
     
  11. rick harrison

    rick harrison
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    how soon
     
  12. Dealercrash

    Dealercrash
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    Like this month
     
  13. rick harrison

    rick harrison
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    uhhhhh thats to long....didn't they come out like every few weeks ;-;
     
  14. CarBro74

    CarBro74
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    BeamNG Stay Tuned.png
     
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  15. Dealercrash

    Dealercrash
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    *Facepalm*
     
  16. rick harrison

    rick harrison
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    no pls dont be like forza horizon devs PLS
    --- Post updated ---
    *dies of cancer*
    --- Post updated ---
    ok i am going to play beam and take my anger out :)
     
  17. CarBro74

    CarBro74
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    I am not a dev.
     
  18. Dealercrash

    Dealercrash
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    The thing is the devs have a lot more work than you think, it takes time and effort to do updates and Beamng gets updated VERY frequently compared to other games. They work so hard for us, and its a little rude to be saying "WHERE IS THE NEXT UPDATE".
     
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  19. rick harrison

    rick harrison
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    no they take to long
    --- Post updated ---
    ik
     
  20. CarBro74

    CarBro74
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    You just don't get it.
     
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