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why does my beamng keep crashing??

Discussion in 'General Discussion' started by AlmerTheGamer12333, Dec 25, 2024.

  1. AlmerTheGamer12333

    AlmerTheGamer12333
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    Joined:
    Dec 25, 2024
    Messages:
    3
    so, when i was trying to spawn my cars i exported from automation, for some unknown reason they keep consistently crashing my game, i've already verified my game files twice and it still refuses to spawn my cars in.
    a little help on figuring this out would be much appreciated!
     
  2. Reece Coates

    Reece Coates
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    Joined:
    Apr 3, 2020
    Messages:
    1,154
    There's a high chance your computer just isn't powerful enough to spawn them.
     
  3. AlmerTheGamer12333

    AlmerTheGamer12333
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    Joined:
    Dec 25, 2024
    Messages:
    3
    is there a possible work around, since i'm going to get a more powerful computer in about a month or 2
     
  4. justaguy

    justaguy
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    Joined:
    Sep 15, 2021
    Messages:
    105
    I've been getting the exact same issue, I just wanted to test out my new (unsafe) car, it seems to be related to 0.34.2+ specifically.

    I just reproduced the bug:
    267.42458|D|GELua.core_input_bindings.bindings| Loaded 293 bindings for device keyboard0
    267.42585|D|GELua.core_input_bindings.bindings| Loaded 18 bindings for device mouse0
    267.42617|D|engine::InputHelper::getFFBID| Found 0 FFB binding candidates to be assigned for action "steering" in vehicle 'jap_muzo', vehicle ID 17239 (sorted by suitability)
    267.42703|D|engine::InputRegistry::logFFBInterfaces| Found 0 FFBInterface candidates (unsorted)
    267.42723|D|engine::InputHelper::getFFBID| Found 0 FFB binding candidates to be assigned for action "accelerate" in vehicle 'jap_muzo', vehicle ID 17239 (sorted by suitability)
    267.42752|D|engine::InputRegistry::logFFBInterfaces| Found 0 FFBInterface candidates (unsorted)
    267.42775|D|engine::InputHelper::getFFBID| Found 0 FFB binding candidates to be assigned for action "brake" in vehicle 'jap_muzo', vehicle ID 17239 (sorted by suitability)
    267.42789|D|engine::InputRegistry::logFFBInterfaces| Found 0 FFBInterface candidates (unsorted)
    267.43921|D|engine::HtmlGuiTexture::~HtmlGuiTexture| VehicleTex-@generic_gauges_odo | Texture destroyed
    267.53522|D|GELua.core_vehicle_manager.vehicleLoader| partConfigData [string] = "vehicles/jap_muzo/57082.pc"
    267.98965|D|GELua.jbeam.getPart| Loaded 113 part(s) from file /vehicles/common/sounds/soundscape.jbeam
    267.99279|W|GELua.variables| variable $steeringWheelLock value out of range! value 197.244064 clamped to range [225,900] as 225
    268.97894|D|GELua.core_vehicle_manager.loader| GE load time: 1.4437775 s
    269.46374|D|libbeamng.default.init| spawning vehicle /vehicles/jap_muzo/
    270.44893|D|libbeamng.loader| Vehicle loading took: 270481.4369 ms
    270.73198|D|libbeamng.controller.init| Using relocated controller controller 'vehicleController' at '/vehicleController/vehicleController.lua', original file path: '/vehicleController.lua'
    271.48230|I|libbeamng.print| INITIALIZING AERO MODEL V3
    288.13536|E|Crashreport| *** A crash has happened in C++ code. To fix it, please provide a programmer with the crash report (ZIP file when available, or DMP file otherwise).
    288.13547|E|Crashreport| *** If the previous log lines are timestamped milliseconds away from this line, they might be related to the crash. Otherwise, the logs are likely unrelated.
    288.26153|E|Crashreport| *** Below is how the buggy C++ code got called from Lua side:
    288.27432|E|GELua.main_static_crashrpt|
    =============== Stack Traceback >> START >>
    (1) main chunk of line at line 1
    (2) method C function 'continueSpawnObject'
    (3) Lua field '_spawnCCallback' at line 133 of chunk 'lua/ge/extensions/core/vehicle/manager.lua'
    objID = number: 17239
    vehicleDir = string[19]: "/vehicles/jap_muzo/"
    configDataIn = string[26]: "vehicles/jap_muzo/57082.pc"
    vehicleObj = userdata: (...)
    timer = userdata: (...)
    jbeamLoader = table: 0x0708f480 {data:table: 0x28ba06c0, defaultBeamDamp:580, materialsMap:table: 0x06c90788 (more...)}
    vehicleConfig = table: 0x2db433a8 {vars:table: 0x15b47d48, partConfigFilename:vehicles/jap_muzo/57082.pc, paints:table: 0x367b4840 (more...)}
    luaVMType = number: 0
    vehicleBundle = table: 0x287781c0 {vehicleDirectory:/vehicles/jap_muzo/, ioCtx:table: 0x28af83c0, vdata:table: 0x2e921678 (more...)}
    status = boolean: true
    err = nil
    spawnPhysics = boolean: true
    dataString = string[700/1931892]: "a{2A5vdata{60B10controller[17,1:-0{5A8fileNameB17vehicleControllerA3cid-0A8partNameB19Camso_jap_muzo_coreB10partOriginB16Camso_Trim_57082A8slotTypeA4main{5A8fileNameA7cefaeroA3cid-1A8partNameB19Camso_jap_muzo_coreB10partOriginB16Camso_Trim_57082A8slotTypeA4main{7A8fileNameB19drivingDynamics/CMUA3cid-2A4nameA3CMUB13debugSettings{2A6peerIPA9127.0.0.1B15enableDebugMode~A8partNameB19Camso_jap_muzo_coreB10partOriginB15Camso_DSE_57082A8slotTypeA4main{5A8fileNameB33drivingDynamics/sensors/sensorHubA3cid-3A8partNameB19Camso_jap_muzo_coreB10partOriginB15Camso_DSE_57082A8slotTypeA4main{6A8fileNameB38drivingDynamics/sensors/virtualSensorsA3cid-4A4nameA7sensorsA8partNameB19Camso_jap_muzo_coreB10partOrig" (more...)
    (4) main chunk of line at line 1
    (5) method C function 'spawnObjectWithPosRot'
    (6) Lua field 'setVehicleObject' at line 559 of chunk 'lua/ge/spawn.lua'
    veh = userdata: (...)
    options = table: 0x28a670d8 {licenseText:GLL-8422, paintName:Default1, config:vehicles/jap_muzo/57082.pc (more...)}
    pc = string[26]: "vehicles/jap_muzo/57082.pc"
    paint = table: 0x27a0bf58 {baseColor:table: 0x27a0bfa0, roughness:0.263333, clearcoat:1, metallic:0.752381 (more...)}
    paint2 = table: 0x27a0bf58 {baseColor:table: 0x27a0bfa0, roughness:0.263333, clearcoat:1, metallic:0.752381 (more...)}
    paint3 = table: 0x27a0bf58 {baseColor:table: 0x27a0bfa0, roughness:0.263333, clearcoat:1, metallic:0.752381 (more...)}
    paints = table: 0x280f90c8 {1:table: 0x27a0bf58, 2:table: 0x27a0bf58, 3:table: 0x27a0bf58}
    pos = cdata: (...)
    rot = cdata: (...)
    activeVehicle = boolean: true
    (7) Lua upvalue 'replaceOtherVehicle' at line 886 of chunk 'lua/ge/extensions/core/vehicles.lua'
    model = string[8]: "jap_muzo"
    opt = table: 0x28a670d8 {licenseText:GLL-8422, paintName:Default1, config:vehicles/jap_muzo/57082.pc (more...)}
    otherVeh = userdata: (...)
    options = table: 0x28a670d8 {licenseText:GLL-8422, paintName:Default1, config:vehicles/jap_muzo/57082.pc (more...)}
    (8) Lua field 'replaceVehicle' at line 930 of chunk 'lua/ge/extensions/core/vehicles.lua'
    model = string[8]: "jap_muzo"
    opt = table: 0x28a670d8 {licenseText:GLL-8422, paintName:Default1, config:vehicles/jap_muzo/57082.pc (more...)}
    otherVeh = nil
    other = userdata: (...)
    enterVehicle = boolean: true
    (9) main chunk of line at line 1
    --------------- << END <<
     
  5. AlmerTheGamer12333

    AlmerTheGamer12333
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    Joined:
    Dec 25, 2024
    Messages:
    3
    how do i fix this bug (i also dont really understand so if someone can summarize it for me that'll be great!)
     
  6. justaguy

    justaguy
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    Joined:
    Sep 15, 2021
    Messages:
    105
    Well, the log just describes the info about the game before crashing. The vehicle does spawn, but then it just crashes for some reason.
    If you want to report the bug to the devs just send them the error log via email when your game crashes, it usually includes: A .dmp file (Info about the crash written in bytes), the previous 2 logs and a file containing system information.

    Note that I also tested spawning the car in as new, but same thing happened.
     
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