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Open Beta (B150619+) Bug Reports

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Combustible Pet

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Turbocharged
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Post Sat Jun 20, 2015 3:46 am

Re: Open Beta (B150619+) Bug Reports

Well, put a V6 in a car I'd already made (which I did successfully earlier) and then this happened.

Image

UI goes all funky for this car too, as you can probably see ^^;
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MWisBest

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Post Sat Jun 20, 2015 3:58 am

Re: Open Beta (B150619+) Bug Reports

V6 engines with a 4-valve SOHC configuration have an invisible timing cover option (two possible timing cover styles; one works OK, the other removes the timing cover).
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titleguy1

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Post Sat Jun 20, 2015 4:14 am

Re: Open Beta (B150619+) Bug Reports

Most of the cars I've previously made now have gaping holes in the roof. So, y'know, yeah.

EDIT: Seemed like a one-time thing. I'll see if I can replicate it. Sorry.
Last edited by titleguy1 on Sat Jun 20, 2015 4:26 am, edited 1 time in total.
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Rennen. Perfection in Performance.™
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VosNox

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Post Sat Jun 20, 2015 4:23 am

Re: Open Beta (B150619+) Bug Reports

Killrob wrote:The beta has a completely new folder structure for mod support, so old mods now won't be compatible if placed in the old folders!


How do we get the mods in the game then?
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Killrob

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Post Sat Jun 20, 2015 4:49 am

Re: Open Beta (B150619+) Bug Reports

VosNox wrote:
Killrob wrote:The beta has a completely new folder structure for mod support, so old mods now won't be compatible if placed in the old folders!


How do we get the mods in the game then?

You could maybe wait a day or two before the modders put up their mods on the workshop where you then just subscribe to the mods you want and whenever they are updated you get the updates automatically? ;)
Steam\steamapps\common\Automation\GameData
This is where mods / vanilla content is going now.
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gregory

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Post Sat Jun 20, 2015 4:51 am

Re: Open Beta (B150619+) Bug Reports

I dont See any Bugs! :P
Keep Going :D

PS Love the V6!
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VosNox

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Post Sat Jun 20, 2015 7:17 am

Re: Open Beta (B150619+) Bug Reports

Killrob wrote:
VosNox wrote:
Killrob wrote:The beta has a completely new folder structure for mod support, so old mods now won't be compatible if placed in the old folders!


How do we get the mods in the game then?

You could maybe wait a day or two before the modders put up their mods on the workshop where you then just subscribe to the mods you want and whenever they are updated you get the updates automatically? ;)
Steam\steamapps\common\Automation\GameData
This is where mods / vanilla content is going now.


Awesome. Thanks
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First Gen / Second Gen / Next Gen
Current holder the Automation land speed record @ 447.9 MPH
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RevPJ

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Post Sat Jun 20, 2015 7:33 am

Re: Open Beta (B150619+) Bug Reports

When I build a second variant of a car, I keep getting this error when I reach the gearbox selection: ---------------------------
Lua Error:
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tolua++ dbcall failed!: [string "--shared\functional\SANDBOX_DATA\CCarCalculat..."]:178: attempt to index field 'DriveType' (a nil value)

You can CTRL+C on this to report it.
---------------------------
OK
---------------------------
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Killrob

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Post Sat Jun 20, 2015 9:02 am

Re: Open Beta (B150619+) Bug Reports

RevPJ wrote:When I build a second variant of a car, I keep getting this error when I reach the gearbox selection

Do you get this when using the "clone" function or the "new trim" function?
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cptcobbler

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Post Sat Jun 20, 2015 9:15 am

Re: Open Beta (B150619+) Bug Reports

After open beta update it was crashing like mad, so i uninstalled the game completely deleted the file in steamapp and also in my games, reinstalled and works fine now :)

Just wanted to share that with anyone who is having the same problem but remember to delete old empty files before reinstalling, i don't know if it has any effect on installing the game but it did with me

Also mods can be installed in Automation>GameData>Camso but you need to open this with the steam properties and then browse local files BUT i would wait for steam workshop

P.S maybe the wrong place to post this but might help if people reporting crashing who haven't tried this :idea:
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Trifler

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Post Sat Jun 20, 2015 11:58 am

Re: Open Beta (B150619+) Bug Reports

Prasiatko wrote:
8bs wrote:I've noticed that brake fade values, changed. Now in certain models, i get a minimum brake fade, i can't get 0% brake fade, even if i move up the quality slider and choose ceramic brakes.

i would say, choosing "standard" components in a 1.1+ ton car, would be hard to eliminate all the brake fade. But choosing carbon ceramic, should eliminate it... am i wrong?

Also noticed a negative offroad stat in detail stats.


To add to the brake fade issue i find that the only way to eliminate it entirely is to use 100 Race for pad type.

i.e. pad type is affecting the brake fade calculation. Never mind just saw update video.


Well, even after watching the update video, I still think there's a problem here. On all of my cars, the only way to get zero brake fade is to set brake pads at exactly 100 for both front and rear. It doesn't matter how big I make the brakes, what type of brakes I use, what engine I use, or how heavy the car is. I mean even dropping it to 99 changes brake fade to -0.1. I checked in early years, in the 80's, and in 2015 with exactly the same result. I also tried creating two completely new cars and engines from scratch and it happened there too.
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Killrob

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Post Sat Jun 20, 2015 5:42 pm

Re: Open Beta (B150619+) Bug Reports

I'll be looking into the brake fade thing. It literally was added a day before the open beta and I had no chance of balancing it yet :) your concerns are all valid.
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Discovolante

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Post Sat Jun 20, 2015 6:16 pm

Re: Open Beta (B150619+) Bug Reports

For cars created before the update, adding new fixtures in the fixture template tab doesn't actually add them: they're gone if you go in the trim fixture tab or in the trim section.
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Prasiatko

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Post Sat Jun 20, 2015 6:42 pm

Re: Open Beta (B150619+) Bug Reports

I suspect the brake fade only absent if the pad type is 100 is a bug where there is a penalty to fade if you use anything but a hundred. But said penalty is being applied after all the other calculations hence no way to get rid of brake fade.
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Trifler

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Post Sat Jun 20, 2015 6:51 pm

Re: Open Beta (B150619+) Bug Reports

Prasiatko wrote:I suspect the brake fade only absent if the pad type is 100 is a bug where there is a penalty to fade if you use anything but a hundred. But said penalty is being applied after all the other calculations hence no way to get rid of brake fade.


That's something I was rolling around in my head as well, but I wasn't sure how to describe it. Good thought.
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