BeamNG lags... when i brake???
(SORRY FOR THE LOW QUALITY) Hey y'all, as in the video, with this car the game's FPS drops when i brake, except for when i look at the car from the front somehow... i have no clue what it could be
(SORRY FOR THE LOW QUALITY) Hey y'all, as in the video, with this car the game's FPS drops when i brake, except for when i look at the car from the front somehow... i have no clue what it could be
I lanched BeamMP with its launcher, but the multiplayer mode wasn't showing up, so i uninstalled BeamMP and deleted its mod.
I then reinstalled it from the website. While installing it said that the folder was already existing, but i installed anyways, and now this (image) shows while launching, and although the multiplayer mode shows up, it doesn't let me log in and see the number of players and servers
Hello everybody, i'm a university student in mechanical engineering, and one of my dream jobs is to work in motorsports at high levels, such as LMH teams. I'm not after Formula 1 jobs as according to experiences the work-to-pay ratio is pretty bad, plus the freedom of design is not as good as, for example, Le Mans prototypes. So my question is to whoever worked or works in LMH teams, how is it? Talking about pay, workload, burnout risk, life outside work (i.e. do i see my coworkers more than my family or am i allowed to have a social life outside of work?) and all of that...
Hello everyone, i'm planning to make hideaway headlights for my car to export to BeamNG, and i've managed to link them successfully to the turn signal keybind (as i've watched a video that used the moving prop commands for their turn signal lever for the interior), but i can't find the function that binds them to headlight activation.
I've tried everything i thought of: frontlight, frontLight, frontlights, frontLights, headlight, headlights, but nothing.
Does someone know the command? or better yet, has someone got a "cheat sheet" for Automation moving props commands that contains every or a big part of the functions that can be animated???
Hey y'all, I've been having this problem for a while:
I've tried multiple times to make racecars and track cars but, when i export them to BeamNG and spawn them, they oversteer like crazy, even when i tried to fix the problem (by lowering front aero and/or bettering rear aero and/or softening rear suspensions and/or stiffening front ones).
Recently the problem has got even worse (maybe because of some update) as tires pop as soon as i spawn them without reason (usually 1 or 2 tires).
Did this problem happen to y'all too? Have y'all been able to find a fix???
Hi y'all, I want to know a way to import multiple car models in such a way that they're as multiple configurations of the same car, such as the BeamNG vanilla cars that have their stock/track/drift/offroad versions under the same vehicle in the vehicle selector.
In my case i've made a car in Automation, and then i cloned it and made the second one as a rally version, and when i export them both into BeamNG they appear as two different models, but is there any way that i can export them as different configurations both under a single car?