Hotfixes for v0.39 Released
Greetings everyone,
We've deployed several hotfixes to address the most critical and urgent issues reported with version 0.39. You can find all the details in the changelogs below:
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v0.39.2
[Mod Manager
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-1GD81E)
- Fixed update process for users with mods installed A bit of context first:Since our simulator is in constant, heavy evolution (from a codebase point of view), the challenge of maintaining backward compatibility with old mods becomes greater each year. We do our best to minimize the number of broken mods, but there are more and more mods each day (both in official repository and forums, and various third-party websites), and we can't achieve perfect backward compatibility for all cases.To combat this, we try to help the community by disabling mods automatically on each major update (such as the 0.38-to-0.39 update).This gives mod authors some time to notice possible issues, and if they find any, fix them if and when they have time. Meanwhile, all of you regular users will be gradually re-enabling your mods. This makes the impact on modders much gentler, while the rest of the community can enjoy the novelties of the update with fewer mod-related issues.And now, back to this bugfix:The system that automatically disables mods suffered a small bug, so it didn't trigger for some users. This is an elusive issue that we've had extreme difficulty replicating on our side, and flew under the radar. If you were affected, then apologies for the inconvenience. And if you haven't yet run 0.39, then this bugfix should ensure your mods do get disabled as expected.As usual, thanks again to everyone for your patience, and for reporting issues to help us address them.
[Launcher
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-5QH6BO)
- Added explicit D3D12 launcher option Improved how the top launcher button decides to switch to D3D11 renderer based on GPU capabilities. Added a new dedicated button to manually force D3D12
[Rendering
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-L3JBW3)
- Improved detection of GPUs below minimum requirements Various GPUs advertise 6GB of VRAM (our minimum requirements), but in practice report having a somewhat lower amount.The system that falls back to the D3D11 renderer for GPUs that do not meet the minimum requirements now checks for 5.5GB of VRAM (instead of 6GB).This means that users whose GPUs actually meet the requirements can now use D3D12 renderer normally.
[Vehicles
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-CJ6L7Z)
- Wl40: fixed front axle blowing up on showloader config when engine shuts off in arcade automatic gearbox mode
[Steam
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-46BXG6)
- Fixed statistics-based achievements being unlocked immediately The following achievement will still be unlocked even if the condition to unlock them is not met
- *Real Mileage*
- *Long Way Around*
- *Weightless in the Air*
- *Rolling Around*
- *Just a few Vehicles*
- *Quite a lof of Vehicles*
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v0.39.1
[JBeam
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-R8UX0R)
- Fixed some vehicle mods being unable to spawn due to jbeam parts with a missing 'slotType'
[Rendering
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-XYH9A4)
- Improvements for low resolution textures Vehicles or scenery that were unable to load high-resolution textures on D3D12 renderer should have improved to some extent. This improvement is aimed especially (but not only) at GPUs with minimum or lower requirements.
- Fixed excessively bright vehicles by adding soft clamp to deprecated emissive values for materials Before the new physically-based light rendering, mods were able to use very high brightness values without consequences. When using those values in the new and more realistic renderer, this was resulting in excessive brightness. This fix will reduce the problem on older content.
- Fixed crash when a GPU does not fully support D3D12 (will now automatically use D3D11)
- Fixed issues with GPUs that have less VRAM than required, these may now fall back to D3D11 renderer for safety
[Game Engine
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-4ZNWY1)
- We deployed a potential fix for mods refusing to work when several hundred are active at the same time Note: we were unable to reproduce this widely reported issue. So we'll keep an eye on your feedback, in case additional fixes are needed. Thanks everyone for reporting issues!
- The system will no longer refuse to spawn additional vehicles or traffic when running out of memory The behaviour will now be the same as in previous updates: spawning excessive amounts of vehicles is allowed again (which could lead to program termination due to lack of memory, or abnormally low framerates).
[Input & Force Feedback
](https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%23CE-9Z5YYK)
- Deployed a potential fix for a crash that occurred when connecting a Playstation controller
