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Everything posted by S3V3N
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The cool thing - this works with tents and cars too. (not the way you did it, though -> like Zimorak said) So if you don't want your stuff stolen and the guy who steals it blown up, place an unpinned grenade in your car or tent. Only the car tires will be ruined, it can still drive after repairs. In the future, people will have serious problems packing up my tents ^^
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That part about the conditional respawn of the tires is interesting. I somehow didn't pay attention to it in my first read-through, though I remember thinking "this is good" back when I read it. Why this is good is, because people can't just go into the distance with your tires, if they decide to dissemble your car for themselves. As long as the car has to be in sight, I agree with this mechanic (though the xploit might become that people just park a car somewhere to have persistent tire stacks). I make some supply stashes, but even though my camps have been online/live for pretty long, I don't think 45 days+ is normal for our group. Usually a few weeks into them, someone will stumble across the camp. I know some locations that are probably gonna last much longer, but they aren't attractive camping spots. Usually I keep the best stuff with me when I log off or place them inside barrels scattered over the map.The big camp for us is just a meeting point and to plan the session in play. Since the announcement of 0.60 for February, our group's playstyle changed quite a lot. With our last big camp found and looted, we are now just travelling lightly, not making camp any more and going on together. Surprisingly enough, two of us are still alive together and the third guy basically is a bullet-magnet, so no wonder we lost him. I've been on more airfields and in danger zones on a 50 player server (Swedish Empire) than in the months before. We sometimes find a car and repair it and the same applies to other people on the server. I park the car at logoff, hidden well enough - the next day it is gone and someeone else drives around with it. The game dynamics really come out better on crowded servers, but they are a bit tedious to loot and drive around in. Cars are come and go on a crowded server, which is probably much like what it's supposed to be. Hopefully though, we can hold on to them when we build bases. For now, I'm enjoying the roaming style, but in the future I hope for a lot more driving and camping! The one thing I've been looking forward to, probably more than helicopters, are dirtbikes and choppers. A gang of bikers in this game will be my favorite way of playing - even though bikes give you little storage and no protection; I hope we'll see bag-attachments for more storage, someday too. Until that day, I'll have wrestle with cars and their mechanics. I hope the bikes lean in the corners and don't drive like trains, too.
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It doesn't have to be super-accurate like that. It's just that the current animation is the generic "cafting" animation. If we would kneel and simply have a couple of stages to the blood-transfusion animation, it would be sufficient. You would kneel, you would unravel the part with the needle and motion administering the pack. It's not a big deal and it will be convincing enough, if the last step is holding up the bloodbag to let it go empty; no rigged parts are needed for animating that. Character animations will probably be a focus after the new character controller is introduced. It makes little sense to use new animations now, but I'm sure we'll see something like that and a lot of new anims in the future.
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I was actually hoping today would be the day, but Septic Falcon released a video yesterday and the 0.60 release is still "soon" (same as in 2015 ). According to him they are just ironing out the few last bugs, y'know... sure! I still believe that... Okay, moving away from naive people and more into the realistic realms. I pretty much demand a release date for the renderer. I'm tired of hoping on a weekly basis and from patch to patch. With a year of delay, I think it would be safe to name a date. If they are only ironing out the bugs, they will be able to see an end to that. I'm not happy that for every relatable piece of information about Dayz, I have to search a void of promises and read inbetween the lines. Get used to making true updates and announcement posts, devs! You know the state of your game. You told us Beta in Q2 - and now we can be lucky, if we even see the renderer in Q2. It's simply not fair to the community to keep giving us wrong and unreliable updates and propaganda. I want to honestly know when this thing is going to be released and stop the guessing alltogether. And then you'll move all hell to make that release happen! Hotfix it later as you like, but just for once, I want to see a patch when it is announced. From my knowlegde since I bought the game, this hasn't happened even once.
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Your wheels won't despawn, if you put them on a car, where they belong ;) I honestly think my arguments favor gameplay. It's not right for tires to get stashed and I easily find all the car tires in the radius of the three nearest villages; yes, it is some running to do, but it's better than knowing where to run (for a dropped tire) when that is on the other end of the map. Cars are supposed to be coop goals anyway, so when you do this with a friend it should be no problem. Why would I have a camp and not touch it for 45 days? I'm sure we've had camps for over a month, perhaps even for two, which didn't vanish. Yet we interacted with them (barrels, tents) every couple of days. When something of mine vanishes, it is usually stolen. It's so easy to get rid of barrels. Poke a hole in them and leave.
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It's weird I haven't had any problems with stuff disappearing, except from raids to our camp and very rarely some items I dropped on top of each other. I could swear you just have to interact with the barrels (same as backpacks) to refresh their despawn timer. I do have things disappearing, but that usually involves that bug where weapons/items stick to your right hand. You can open a can or eat to remedy it, but whatever you carried gets teleported to got knows where; at least it does most of the time. The big problem with longer persistance for tires is that people clear them out and drop them on the road. I often found loads of tires near their spawn, but remote from any vehicle locations.And these tires don't respawn in more suitable places and you have to run your ass off for one. Why I think persistance isn't that good for them either is, because if you park a car, people can just hide your tires, find a battery or plug and re-assemble everything to steal your car. If they can't just stash tires, they have to be more subtle about car-theft.
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The best part is when you switch bloodbags with a friend (because he needs to transfuse you and vice versa) and you forget which one was your bag in the inventory ^^ So potentially you give him back his own and so forth. I always have to remember putting them on the ground or adding the needle to only one bloodpack for distinction. My friend suggested that writing on them would be great and I forgot about it, until you posted it; good point! It would also be interesting, if we could use blood-bags in other ways, e.g. to lure infected/predators with a trace of blood, or if we could tie several blood bags to an explosive and create a "blood bomb", e.g. to tag enemies and make infected go wild + after them. Animationwise it would be cool, if we would actually administer the pack, i.e. putting in the needle, holding up the bloodbag and emptying it. This should not take longer than now, but be animated properly.
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Peope need to check their volume though. I can barely hear some people ingame and my friend shot one, because he was getting impatient with our communication. I'm thinking of handing people a radio in the future, see if that yields better results, plus not everyone will hear us (that far). Also, you can type with _. That's always an option and better than silenced or muffled mics.
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What are you doing to the barrels :) ? I've never replaced them, you just have to interact with them. Even barrels I haven't interacted with stayed persistent for at least a week. In theory tents, etc. should persist for 45 days at the moment. Ammo boxes and yellow containers appear to be persistent, too. I've had wheels disappear that were only a few meters away from the car. And it wasn't after a restart, either. I don't think wheels were meant to be persistent anyway and this is the better solution. Because otherwise you can just always remove car wheels and hide them for later. Wheels should really despawn like they do know, even though that makes things more difficult. What I do think is that cars should spawn more complete and hopefully they will in the future. I'm also hoping for more colors or the ability to bring in our own designs; that sounds like a task for modding, though.
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Agreed - the delays are far and beyond justifiable and what really grinds my gears (!) is that the team pretends they are almost on schedule, because these features never had a release date pinned to them. So they can basically make up their own truth and reality and tell us we just read their (dis)information wrong. Fact is the team is terrible at management goals. That may be part of the development progress/stress, but the first commercial team (as 3D Environmental Artist) I was in, we only got payed very little, while the project lead was renting booths in discotheques, posted pictures of Champagne bottles and Caviar and got a girl pregnant he had to pay an abortion to; game development doesn't bring out the best sides in people, but often the worst; you have to start asking for delay reasons at some point. After that I sorta quit developing games and whenever I see a project like Dayz with a potentially huge budget and it moves at less than 5 patches a year, I'm thinking someone is not doing their job right. Either it's Mark Spanel for letting this go on and on, or it is Hicks for not putting the foot down. It's all fine and dandy working with lose deadlines and artistic liberties, but when things are still falling behind when you think they are pacing up, there is something really wrong with the team's organisation and development. Yes, the EnFusion-engine is a new engine development and a huge task, but other studios can do it and actually release games on comparably untested engines every couple of years. The thing about Dayz is, there is no way to justify these delays any more, but the game isn't a scam. It is moving forward and is ambitious about its goals, and imho in great parts it's better than the competition (or has that potential). But all the important things are getting pushed back more and more. Character Controller, infected-AI, Renderer, hit-boxes, building and probably a dozen interconnected features don't make it into the game fast enough. I bought Dayz when trucks were announced, I got cars since and manual transmission and not much else. Some crafting that is pretty useless with the current mass of items spawning. My point is: we are still not even near the final game, because so much is a placeholder. And those issues don't go away. We hear talk about the final systems, but we don't really know their state and when they are implemented. It all seems to rise and fall with the renderer, so maybe that is why this update is taking so long: the team knows that their credibility rests on the success of this patch.
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It happens twice every hour when I play with friends. Switching weapons and vaulting usually restores the animation to normal. It does look pretty weird though when people surf around like that. I also find it makes them harder to hit. 50 player servers are still laggy, so the more players, the more glitches you see. I hit a guy with a hammer and kocked him out from like 5 feet away. I was just hitting the air and suddenly he dropped. That's the state of melee in the game and shooting is only slightly better (hence the need for improved collisions, which are also a planned feature). My bullets travel so slowly, I'm almost having a Matrix moment in distanced firefights. Overall the performance is decent, but I highly doubt we will ever see stable 100 player servers. They should also restart more often or do something about vehicle parts not showing up in car inventory and on the model, unless you restart. 0.59 is still very buggy, but these bugs aren't game-breaking, merely discouraging. Waiting for the fixes with our next update. I expect a lot of change with vehicles, since frankly they drive/turn like trains, even though they have decent suspension. Lot of change...but when?
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That's actually the very first forum post in the thread (I didn't see it either until someone quoted it recently). A new patch will bring a wipe, so perhaps going out and spending some/all of your camp's resources is the thing to do with 0.59. I agree on the rest though. We've been playing this patch for very long now and most people were expecting a major update since last Christmas, so anticipation is on a brink. Even though things will only change gradually after the patch, it still seems like a breakthrough. I wouldn't say I'm bored of 0.59, but rather of the state of the game. There are just so many things coming that are major gamechangers that it seems futile to play the current version, knowing that things will get so much better with improved ai and human kinetics. Unfortunately I can't help but being curious and impatient about these features.
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We're three people and have/had a car. I like to keep items separated, so there is one medic tent, one for clothes and fire-making, one for food and tools and another few for weapons. With a group of three it already starts turning into chaos, if you don't keep items separated. I don't wanna run around and scroll every tent inventory to find a certain item. That camp however, has been stolen and dissolved. When I arrived there, the barrels were poked and the yellow containers were the only thing still lying around. I'm still not sure what to think about the destruction of camps. It seems so futile for both parties to throw everything on the ground and pack all the tents. I don't really see the point in doing this, because of course I would have to move the camp anyway, after someone stole from it. So all they are doing is forcing me to find new tents, instead of taking my old/own. Not really sure, why these people do it and if they think they are grieving. I never give a flying shit about the stuff we lose, but I do get sad when a location was discovered, bc we've been there on various servers and had good camps all around. It was very close to the coast, but on a route no sane person would walk to get anywhere. I'm not gonna rebuild the camp when 0.60 is months overdue and release right around the corner. I'll probably rebuild in another location when we get an update. And I'm gonna spam my way into Experience, sorry to say, but it still got me hyped :)
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Like you wrote - you didn't play the Mods; they have heaps of guns modded into it and Arma II wasn't exactly short on weapons. So that's something many people expect. 3D Models are always a nice eye-catcher, even when they are WIP; showcasing some lines of code isn't. Apart from that, I think you're right. It's not nice to experience this over and over and it's probably no joy for the devs either. I'm sure they would want to speed things up, but the structure of the team and the resources don't let them. But why things are hopefully announced and then there is silence, nobody knows.
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If you wanna quote production cycles, Dayz isn't a good example. One problem with Bohemia games until Dayz is that they are a smaller studio with their in-house engine. So they can't just hire ten new programmers to get it done. They would have to learn the engine first and EnFusion now adds a different set of tools and options altogether. I think the programmers at Bohemia must have lots of interaction - but they don't always have time to solve a problem (because they work on more than one game). So there is that and I'd count that as a thing that can't be changed. At least not on the short run. But there are things that can be changed. Like telling us the true state of 0.60 and keeping us informed when updates have serious delays. We only get informed when things are overdue anyway and even then the info is sparce. And I' like some more info on vehicles mechanics, for example. Will there be attachments (I think so, but maybe just not right now); will we ever get a car-jack. Questions like these come up all the time and aren't hard to answer. Idk if the devs don't see or feel this same trouble, or if they just don't want to comment. I'd like to see them involved with the game, as well as with the community. If we know they know that already helps a lot; most of the time we don't know they know, or if they even care. Development moves on, but Dayz is now at a stagnant point, where most things that were introduced in 2015 work and we are waiting for the next step. If it were just any other update, I would not even bother. But this update is meaningful for the game and for the iteration of core features. It's the one update I expected them to get right and ship out in a timely manner. And the last piece of info was that things are fine with the renderer, just some details and optimisation are still worked on. If that was the case, why the delay and if the delay continues, why no new info? We are either so close to release that they don't bother making news about delays, or we are that far away that they don't dare to. Let's hope it is the first one. I don't want to continue o n 0.59 right now. Despite it being an alright version, with so much impending change and the months its been running, things are ripe for change.
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Link: In the Dayz-universe it is impossible to find anything, because there is no structure. I don't know where I read it last year, but in one of their papers they announce Beta for Q2. You can also find Hicks saying that in some interview, as far as I know. They are rock solid about their release in Q2 with maybe 1-2 weeks+/- All I ask is they deliver on that promise. Not only as a proof to us, but also to themselves that they can actually make a release happen; but it's already too late now... Delaying Beta is not my biggest gripe, but more the way that things are piling up in Dayz's development and nothing happens to make them work. Since they are always behind schedule, many features do not get explored and integrated quick enough. I've been waiting for non-lethal weaponry forever-ever. And when things like the renderer can't get integrated within a year from when they first announced it, I have high doubt these other details will even make it in at all. We still seem to walk the same ground. My gaming experience is pretty much still the same as a year ago. Yes, I can run around in cars now, but I still get lag on 50-people server, still glitches, still hav no medical system or actual survival, etc. There is no plan for a better gaming experience. It's just features slapped onto features, but I don't see them coming together as a game yet; this is what should happen after 0.60 though: the pvp-simulator should start turning into a survival game. Public Experience on Early Access? 7 Days to Die, The Island, Life is Feudal. Those are either custom made-engines or they build on existing engines with added functionality and changed code. ("The Island" is actually Blender Game Engine ~ free software). Just some examples of tiny teams doing well. I get it though, Dayz is special. My suggestion - if you can't handle your own engine, devs, stop making suggestions about release dates entirely. It's utterly pointless the way updates and news are handled now. Make meaningful updates, instead of mere headlines! Releasing the server files will probably only happen with the release of mod-tools and/or singleplayer. And I don't see them being a priority right now. (I do seem to recall that Modding too was announced to be introduced for somewhen around March) Mod Tools are one of many things that are still on the "2-do" list. The work doesn't get less with Dayz, quite the contrary. It gets more refined! And now is the point in time to really start refining things, because people who played the mod and bought into the Standalone are still waiting for Dayz to become the game it set out to be. After 0.60 the game will hopefully change for good. It will no longer be easy to survive. In the mod, only th first few minutes (unarmed among zombies) were really difficult. I want Dayz SA to keep up the difficulty - make it more difficult, even frustrating. This update should be out now, because it is important and should have been out last year. From there on things can really develop into new directions and the standalone will rise or fall. Right now it simply isn't meat or fish. It has no backbone, no character to its own. It's just an empty, unfinished game and the 0.60 release has the potential to start changing all that. Which is why I am anxious as well as excited about it. Delaying it time over time doesn't increase my confidence that these major, necessary changes are going to happen in Dayz SA. There should be no delays now, not because the devs need our support and understanding, but because it is crucial that we see these changes happen. Many, like myself, have played thousands of hours in the mods and waited for a year or more for Dayz SA to start showing that it will surpass the mods in all regards. For that to happen, I have to believe that things are working as planned. There should be a fixed schedule of bi-weekly releases after 0.60 again. Not only because the players need stability, but because the team seems to need it, too. I don't believe the stability of the renderer is the biggest problem now, but rather the lack of motivation in the team. They don't seem to act like a team anymore, things piling up on the one side, while other things don't even get adressed. Sorry for the novel. I'm hoping for the best, but as you can see, I have my doubts about how and when things will come to pass. I think often it is better to release and face the problems head-on than to muck around with a build, looking for perfection. Right now the game needs progress and if that means more updates and even more work for the devs, it has to be this way. It's just important that these updates happen at all and near to when we expect them to.
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I wish I had no reason to complain. This is a patient community and yes, Dayz is a difficult game and harder to develop than, let's say - the much smaller scale "Escape from Tarkov". It's also a different concept without mission structure or traditional multiplayer gameplay. We see aspects of Dayz in other games, but they have different features and goals. I'm fine with what the game is supposed to be and that it takes its time. I'm just critical of the way we receive information and with the way the devs handle reality. It's been announced that we'll see videos from the devs - that's okay. It's just that things take a long time to happen. But realistically that's one more task for the devs (=more work) and I don't think these videos will reflect problems critically, but rather introduce us to the team and the work they do. We're almost two weeks into March. To be honest, I was expecting the new renderer sometime back in early December. Then it was hopefully announced for February, which didn't work out and not really much info on it, since. It's simply not enough to always say: "it'll be done when it's done". Even with a margin it should be possible to give us a better estimate than "somewhen within this month, or maybe not". This is the side of public information that I find lacking. The other side of these delays is that I keep thinking they are still adding more stuff to the release. While that would be impressive, it's unnecessary. At this point, I'd rather have more releases and smaller ones. I'm still hoping this will happen after 0.60 and things will speed up. Dayz would be an awesome game, if the updates came in more often and if they were a bit more practical (e.g. how about a car-jack model or a tow rope -> useful). They have so much left to do, from invisible things like collisions, to major map changes/additions and changes to the controls, etc. And on top of that come singleplayer campaign, modding tools and at some later point the console development. Even without console development that's a big checklist of things that need work. And I don't see, how this goes with a reality, where we see an update ever 3-4 months and get fed information only when it seems too late. Why not inform us earlier, if they see things aren't working out? Really, I have big respect for the creators of this game and ideally, we'd all get the time we need to make something perfect. But in this case, perfection or rather - choice - will come after modding. My biggest hope is that after the 0.60 update EnFusion will be a stable and reliable development tool for the devs. Enabling them to quickly get their systems to work. It's sad it takes this long and I really hope the time spent will show in the upgrade, but it can't be helped from our side anyway. Just please, please devs: give us more updates after 0.60. I don't want to end the year on version 0.63 or 0.64 - technically it may get called Beta 1.0, but we'll know better ;)
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I still wish we had something like car-jacks in the game. While thinking about the need for something that lets you grapple or attach a vehicle to either another vehicle or a pulley, I wondered, why we have no ability to rappel in Dayz. I don't mean the crazy Just Cause-way, but down from Helicopters or buildings, like some people suggested. Then I thought, perhaps the two can be combined. We need something like a tow rope in the future. It sucks turning a car with bow and arrows and it's certainly not the recommended way to do it ;) So why not make everything modular: rope/knotted rope, hooks, pulley - perhaps shackles for the helicopter rappel; they could even be different materials and grades. The next step would be to make them latch on to object edges. Maybe a car could even be pulled off its side by two men pulling the rope. But to get it out of a ditch you'd need to use the pulley and tie it to something (tree, rock, car wreck, fence etc.). Or you would have to use another vehicle by attaching a second hook to the rope, instead of the pulley. I would be totally fine for me, if worn rope would break in the process of rappeling, or if the tow line snapped after you pulled out your car. Perhaps it could last a few times, but I wouldn't want these items to become overused. Therefore they must be fairly rare and used in emergencies; there should probably be an alternative to flipping a car - like an actual car-jack or a completely assembled tow rope (that can't be used for anything else, but lasts longer than the improvised one). ----------------------------------------------------------------------------------------- Here is my attempt of plotting out the different rope/hook combinations (by *knotted rope I mean there is a sling at the end -> perhaps you can learn a few knots from a book or a display): pulley->knotted rope*->hook - attached to car or attached to car 1<-hook->knotted rope->hook<-attached to car 2 or player 1, player 2 (pull)->knotted rope->hook_>attached to car or player 1 (rappel)-> knotted rope->hook_>attached to building or pulley->knotted rope*->hook - attached to player 1
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Though there are only very few moments where I can imagine people being chased over roofs in Dayz, I think that is more the fault of the level design than of the game. It's no Dying Light, but in Dayz we should have cities with better ways to traverse them. There should be more options for vertical gameplay, so we can run around the city on different levels. Usually we can only go on the ground. So if Dayz added more interesting city maps, this rappeling feature could be good. It might give you an interesting option to escape from either players or zombies. I also thought of it in terms of rock-climbing and hanging camps (at cliff-faces), which would be interesting additions, but probably only a feature that will be modded in. All in all, I'm not too sure this feature would be good. It seems to specialized to fit in Dayz, but it was nice to think about having. I do think we could work with a modular towing system though. It would be good to have more than one option to move/flip a car. The one problem I see with towing cars is that quite possibly someone will just tow all the vehicles from the map to his own base. So these tow ropes must bring serious disadvantage, like driving only at slowest speeds. Otherwise people will just keep slinging cars around ^^
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That is not the point at all. The point here is that the devs made an announcement, which I expect them to keep this one time. Because they were pretty clear about being able to make it. We had to listen to so much shit last year about how they are on time with the main features and everything is more or less on schedule. Nobody ever apologized for cocking up one update after the next. And the game runs on minimal features at the moment. No true infected numbers of AI, no final AI, old character controller, not nearly enough (buggy) vehicles, no weather, no base-building, etc. It's maybe 50% feature complete when all is added, but what we see (ingame) is about 15%. Add to that all the ingame stuff that is missing. They have to release the mod tools soon (they were supposed to be out around now), then they have to deal with a singleplayer version and the console version at some later point. When is this going to happen? What's the final release date for the full product? I can't see it anywhere before the end of 2017; and that's optimistic. So how about Beta in Q2? Since Hicks was so clear about making it this time, I am almost looking forward to the foolhardy reasoning they will come up with for yet another delay. There are small teams that work hard and deserve praise. I just have the feeling these devs aren't like that. I really want to give them that praise for a partially great game, but they are simply too slow. Eight hours of work a day is not enough when you have a Beta release coming up. Start working on your promises, devs. And get it done.
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I used to have a military tent in that barn ^^ and a car-tent parallel to the barn where your camp is. It's a nice spot and you can often find deer at the farm at (032/016) or on the meadow at (034/016). You should have more than enough space for a while. I pretty much lived in the Novaya-Area for nearly two months and only moved around in the north. Sometimes it was more relaxing than a real-life walk. I love the north and can't wait for pretty renderthings to happen and for the new water and fx. Congrats on your camp!
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I agree it is a bit strange that it's basically no effort to find/assemble a working AKM with Kashtan + barrel mag + exra Ammo, while finding mags for the CR527 is difficult. I have the rifle, I have one mag. I haven't found another one, yet. In comparison to the Winchester the CR is too hard to use. I have hundreds of Winchester rounds, thanks to the FAL using them and so they aren't that rare anymore. But for the CR527 this is different. Lovely rifle that looks cool and should be easier to get. However, in 0.60 there will be many changes to the Central Economy and it will probably adjust things again. Right now I'm finding far too many guns, but only few magazines. Soon the weapons will spawn with attachments and that will change the whole situation. I hope they spawn fewer weapons of the same in one place, then.
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Those are accurate observations, much in line with my own. I play with a group though and making camps and having a vehicle is part of our group-gameplay. The camp has been safe for over a month now and I've had more camps for a longer time on 0.59 than ever before. I'm mainly just playing around with things. It's fun! For example, hide a radio in a police station, find a safe place, have eyes on it and contact survivors with a second radio. They'll think you are inside the police station and you can take them hostage inside and lock them in, while they search. I'll try to just convince people to keep the second radio and be in touch. I also try to offer single players to join us, (for the night) since we only have one free seat in the car. There are a few things like that you can do, but it's rudimentary at the moment. It's not that I'm entirely bored of 0.59, but with 0.60 so close to release, I am getting really impatient. So - yeah: 0.59 is good and stable, but it's not what I'm excited about now. Camps are cool! Can't wait for bases. Here's a pic of our current camp (small, but neat):
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So what are the odds on a release tomorrow? It looks like it works and a new exp version is overdue.
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Sorry for the double post, but perhaps the wheels were damaged the first time? Even if just one wheel is worn the bus has significantly worse torque. If you notice it dragging on hills, perhaps check the wheels. I found that I can often repair them even when it says "pristine". Don't know if that is a bug or if there is some threshold for wheel damage. Anyway, it lets me repair them and usually the cars drive straight again and the bus accelerates better. I actually really like the bus, I just wish we had a kind of intermediate size, so maybe something like a city bus, which lets you take ten people but has a bit more mobility. Would be nice for the northern villages, the bus is kind of a pain driving in the north. Still fun, but lots of places to get stuck.