A dynamic soft-body physics vehicle simulator capable of doing just about anything.
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Ημερομηνία κυκλοφορίας:
29 Μαϊ 2015
Δημιουργός:
Εκδότης:

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Παιχνίδι με Early Access

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ΤΙ ΕΧΟΥΝ ΝΑ ΠΟΥΝ ΟΙ ΔΗΜΙΟΥΡΓΟΙ:

Γιατί Early Access;

“We want your support and feedback! We are a small team with big ambitions, and we want to share our work with you so we can continue development with your support and feedback in mind.”

Για περίπου πόσο καιρό αυτό το παιχνίδι θα είναι σε Early Access;

“It is difficult to give an exact number, but probably at least 12 months before we could call the game "beta" (feature-complete). Even then, development will probably go on for years, as the potential of our engine is extremely vast.”

Πώς θα διαφέρει η πλήρης έκδοση από την έκδοση Early Access;

“We hope to make the full version into a fully-fledged open-world vehicle simulator, with a career mode involving various vehicular disciplines and event types, and other gameplay modes.”

Ποια είναι η τρέχουσα κατάσταση της έκδοσης Early Access;

“It is currently a sandbox vehicle simulator with a wide variety of vehicles and terrains, with lots of modding potential and some very basic gameplay.”

Θα κοστίζει διαφορετικά το παιχνίδι πριν και μετά το Early Access;

“The price may go up as development reaches certain milestones.”

Πώς σκοπεύετε να συμπεριλάβετε την Κοινότητα στη διαδικασία ανάπτυξής σας;

“We always take suggestions and feedback from the community and try to satisfy our customers as best as we can.”
Περισσότερα

Αγορά BeamNG.drive

 

Πρόσφατες ενημερώσεις Προβολή όλων (72)

20 Απριλίου

Second hotfix for 0.12 released



We've released another hotfix for version 0.12, fixing the most important issues from the bus update.

General
  • Hustle and Bustle: revised difficulty and improved overall experience
  • Hustle and Bustle: Display how to activate nitrous oxide injection in certain bus scenario
  • Added deactivate button to in-game repository
  • Added rally suspension parts to Barstow and Moonhawk
  • Improved transbrake to hold the car in place, not just the engine
  • Reduced strength of City Bus brakes so they aren't as touchy
  • Changed RPM tuning variables to increment in 50rpm steps instead of 100rpm
  • Finer step distance for Trailer Bogie position variable

Fixes
  • Fixed missing game window on ALT + TAB when fullscreen and borderless are used at the same time
  • Fixed crash when no audio device is available
  • Fixed rare crash when using non-supported languages
  • Fixed free camera switching back to the vehicle in various situations
  • Fixed off road tire material name, reverted back to original name (was breaking some mods textures)
  • Fixed vehicle interior sounds can be heard while driving another vehicle
  • Fixed bug with ETKI rev limiter variable
  • Fixed 2bbl carburetor missing from Moonhawk
  • Fixed City Bus frame not being a required part
  • Fixed City Bus N2O Min Gear variable going up to 12
  • Fixed mirrored uv map on Barstow's rear bumper
  • Fixed automatic transmission logic expecting a torque converter to work
  • Fixed non-working colors of radial menu bus options
  • Fixed missing graphs in Performance UI
  • Fixed SimplePowertrainControl app showing incorrect amount of fuel remaining for JATOs
  • Fixed a small median curb in West Coast that was lacking collision
  • Fixed missing cubemap reflection on Driver Training Center wet roads
  • Improved stability of camera code when using corrupted configuration files

Known Issues
  • Bus stops look out of place on some maps
  • Randomly some sounds do not follow slow motion
  • Waypoint counter doesn’t update in some scenarios
  • Optional scenario waypoints can disappear after selecting them and retrying a scenario
  • Sometimes vehicle’s props are not visible when using Part Manager
76 σχόλια Περισσότερα

6 Απριλίου

0.12.0.1 hotfix released



Hello everyone,

Update v0.12 went pretty well, it's clear many of you liked the DT40L!
As usual, the community has helped us track down a few issues (thanks!). This patch release addresses as many of them as possible.

Enjoy!

General
  • Added "Remove Track" functionality to the track builder
  • Added "nodeMove" jbeam parameter that translates a part in absolute coordinates (as opposed to nodeOffset which mirrors about YZ plane)
  • Added total number of bus stops to route selection menu
  • Improved consistency of JATO icon on SimplePowertrainControl app
  • Changed LOD for low quality track builder tracks to be always the same

Fixes
  • Fixed AI freezing the game when colliding
  • Fixed AI not being able to cross bridges made out of objects
  • Fixed "Extinguish Vehicle" not working
  • Fixed Hotlapping App throwing errors when adding checkpoints
  • Fixed issue with Light derived classes in Lua interface
  • Fixed the City Bus being frozen when choosing freeroam after a bus route
  • Fixed the City Bus transmission group, changed name in Jbeam info
  • Fixed missing descriptions and prices of the City Bus
  • Fixed the City Bus color selection
  • Fixed missing texture on T-Series navigation unit
  • Fixed the SBR4's rear suspension collapsing
  • Fixed the Semi 10spd auto shifting problems
  • Fixed the Hopper's engine management part being required
  • Fixed the Moonhawk engine always having a rev limiter
  • Fixed some configurations having power steering installed. Since power steering is a FFB effect only, it is optional to equip.
  • Reverted material name change of off road tire
186 σχόλια Περισσότερα
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Κριτικές

“The Most Impressive Physics Engine You've Never Seen”
IGN

“BeamNG's Amazingly Realistic Car Crashes”
Gameinformer

“Amazing Car Crashes + Hilarious Greenlight Trailer = Magic”
Kotaku

Σχετικά με αυτό το παιχνίδι

BeamNG.drive is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.
The driving feel is authentic and visceral, and crashes are realistic and violent; yet the physics are accessible enough to drive with a keyboard or gamepad while still being authentic with a full racing wheel with uncompromising realism.

Environments and vehicles in BeamNG.drive are hand-crafted with passionate attention to detail. With years of meticulous design, research, and experience, we authentically recreate the feeling and excitement of real world driving.

We are a small team from around the world with no obligations to publishers or outside interests. Our users and modding community are our first priority. Help us make BeamNG.drive the ultimate driving experience and discover what an open and uncompromising soft-body vehicle simulator can be.

Why is BeamNG.drive the game for you?


As an open world vehicle simulator, BeamNG.drive will cover a large array of vehicular disciplines - everything from a delivery mission in a box truck to a high speed rally race or a destruction derby. The vehicle customization and detail will allow you to make your car or truck all your own - fix it up, upgrade it, or strip away body panels to reduce weight. There are a lot of different types of gameplay we want to implement beyond just racing and crashing, such as police chases, stunt challenges, and other specialized minigames. Eventually we would like to have some kind of single player open world career mode, with persistent vehicle ownership and procedurally generated used vehicles to buy and events to run them in.

In some ways, BeamNG.drive is about doing anything you want with a car or truck - the stuff other games don't let you do. You can go off-roading in a family sedan or hurl a delivery truck around a racing circuit, all with beautiful soft-body simulation physics. You can mod those same vehicles to be racing beasts, derby monsters, or off-road behemoths - or just thrash them stock. At the end of the day, BeamNG.drive gives you the gameplay you want, and doesn't force you to do anything that you don't think is fun or interesting.

The future of the game and our physics engine


As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase. Right now you can run 4 to 6 cars at one time on a high end quad-core processor. Each vehicle has around 400 nodes and 4000 beams, all being simulated 2000 times per second. We hope to expand the number of simultaneous vehicles possible to at least 8 with a mid-range processor.

We will also look towards having multiplayer in the future, but it may be some time before we can create the multiplayer experience everyone is expecting. We are well aware of the demand for multiplayer and we want it just as much as you, but for the short term we are focusing on the single player career mode, various driving events, fixing bugs, and creating more content. It is feasible that we could implement local and/or same PC multiplayer in the interim.

Also, the possibilities extend beyond land vehicles. Users in our community have already made planes and helicopters that fly purely with the existing vehicle aerodynamic physics, with no cheating whatsoever. BeamNG can simulate aircraft in a very authentic way due to its soft-body physics. All the flex that happens to a real plane's airframe arises naturally in BeamNG, and the consequences of excessive stress are also modeled. Fly too fast and your wings will start to bend and rip off. The potential for the BeamNG physics engine is huge.

Alpha Access Features

  • All future updates to BeamNG.drive included for free (alpha, beta), also including the final game
  • Soft-body physics sandbox
  • 19 detailed, customizable, destructible vehicles, with more to come
  • 10 terrains to explore and drive across, with more to come
  • Frequent updates adding terrains, vehicles, features, gameplay, and bug fixes
  • Full modding and content creation capabilities - make maps and vehicles, and script gameplay
  • Use the built-in terrain editor and any 3D modeling, image editing, and text editing software
  • Online authentication is only necessary to update; the game itself does not need an internet connection to run.

Alpha Testers

Users that already entered the alpha testing via our website can get a free Steam key.

Our goals

Our main focus is on how things move rather than how things look on the screen. We aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation, making available the technology and know-how to as a wide an audience as possible. To achieve this, we are designing the engine and corresponding assets, so as to be independent of the underlying game engine and operating system.

Right now the physics engine is running on a multicore CPU configuration, but we are also in the process of supporting GPUs via OpenCL.

Our mission

To have realistic, accurate, destructible, and malleable physics everywhere. To make anything possible.

More Feedback


More Feedback can be found there: http://www.beamng.com/content/119-Feedback

Contact Us

You can get in touch with us in several ways:

Απαιτήσεις συστήματος

    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: Windows 7 Service Pack 1
    • Επεξεργαστής: Desktop Intel i3
    • Μνήμη: 4 GB RAM
    • Γραφικά: GTX 550 TI
    • DirectX: Έκδοση 11
    • Αποθήκευση: 5 GB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: Windows 10 64 Bit
    • Επεξεργαστής: High-end Intel i5/i7 or High-end AMD 6 Core or better
    • Μνήμη: 8 GB RAM
    • Γραφικά: GTX 780
    • DirectX: Έκδοση 11
    • Αποθήκευση: 5 GB διαθέσιμος χώρος
    • Επιπλέον σημειώσεις: Gamepad recommended
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