Within Guymon's hidden road in Oklahoma, one of the road blocker colliders is misplaced, making it impossible to discover one stub of the intersection.
(The one opposite is fine.)
Game version: 1.49.3.2s (64-bit)
Misplaced Guymon road blocker collider ;[27/12/2023 10:47:04] (sec-0007+0003);-24141.1;56.9227;12184.7;3.07869;-0.0303696
Reproducibility: Always Reproducible
OS: macOS Monterey 12.6.8
[ external image ]
[ external image ]
[Oklahoma/Guymon] Misplaced road blocker collider within hidden road [234608]
-
HayesPacific
- Posts: 922
- Joined: 09 May 2018 12:26
- Location: Unknown
[Oklahoma/Guymon] Misplaced road blocker collider within hidden road [234608]
You do not have the required permissions to view the files attached to this post.
Steam: Mangonie
Twitch: CangoFango
YouTube: CangoFango
World of Trucks: TruckyTrucker
Disqus: Kpa3-270
Twitch: CangoFango
YouTube: CangoFango
World of Trucks: TruckyTrucker
Disqus: Kpa3-270
-
Steve Pitts
- Posts: 1195
- Joined: 28 Feb 2016 12:00
- Location: Kings Langley, England
Re: [Oklahoma/Guymon] Misplaced road blocker collider within hidden road
FWIW that impossible to discover piece is UID 0x4989DAF4D9630000 (prefab us_108). Personally I would argue that it should not be necessary to do anything other than drive through that junction to collect the hidden passage, and therefore that prefab (and the one on the opposite side of the intersection) should have 'show in UI map' unchecked rather than the invisible wall being moved.
Cheers, Steve
-
HayesPacific
- Posts: 922
- Joined: 09 May 2018 12:26
- Location: Unknown
Re: [Oklahoma/Guymon] Misplaced road blocker collider within hidden road
Ahh right, I see... thanks for the reply!
Yeah, I agree. Either of those would do the job, but since there are blockers on both branching paths I don't really see the point in having players discover the stubs separately either.
Though ideally, I think it should be both – just have it discover the entire intersection when driving over it, but also having the invisible wall moved back to where the actual blocker is would make it fairer for people wanting to turn around with a trailer for example, since they'd then get to utilise all the space they can see.
Yeah, I agree. Either of those would do the job, but since there are blockers on both branching paths I don't really see the point in having players discover the stubs separately either.
Though ideally, I think it should be both – just have it discover the entire intersection when driving over it, but also having the invisible wall moved back to where the actual blocker is would make it fairer for people wanting to turn around with a trailer for example, since they'd then get to utilise all the space they can see.
Steam: Mangonie
Twitch: CangoFango
YouTube: CangoFango
World of Trucks: TruckyTrucker
Disqus: Kpa3-270
Twitch: CangoFango
YouTube: CangoFango
World of Trucks: TruckyTrucker
Disqus: Kpa3-270
-
lorddrw
- SCS Software
- Posts: 33
- Joined: 05 Dec 2023 09:16
Re: [Oklahoma/Guymon] Misplaced road blocker collider within hidden road [234608]
Hi HayesPacific, thank you for your report. QA 234608.
BR David
BR David
-
Zaroski
- Posts: 42
- Joined: 12 Jul 2026 12:14
- Location: Netherlands
Re: [Oklahoma/Guymon] Misplaced road blocker collider within hidden road [234608]
Just tested in 1.60.
It's still present.
Heres the image:
It's still present.
Heres the image:
You do not have the required permissions to view the files attached to this post.
Happy Trucking 
~ Zaroski
~ Zaroski
Who is online
Users browsing this forum: CCBot [Bot]