BeamNG.drive - BeamNG


You can also read this update in our blog (and watch the videos that are included there as well).

Features:
  • Added beam stress & deform debug that will help content creators a lot (video)
  • Improved jbeam collision debug visuals - you can now see the direction of coltris much better in order to fix problems (orange being the underside)
    (video)
  • AI control app added - App to control the more advanced AI (WIP)
  • In-game controller mapping added - You can now add new controllers, edit & re-map the bindings in-game (WIP)
  • Early implementation of remote controller app, the APK will be published later on after we improved the discovery phase of the device
  • Work on pressure approximation and fidelity - Here's an example of a pressurized mat with no internal beams (video)
  • Progresses on AI and on route creation - Waypoints generated from decal roads, merged with user created waypoints, merged and optimized. Also decreased the performance burden by moving the collision with the waypoints to the physics side instead of using T3D collision.
  • Added collision quads - a more advanced way of specifying triangles
  • Removed limitation of debug only being drawn on the active vehicle.
  • Dynamic reflections on vehicles: We also added in-game options for dynamic reflections so you can adjust the quality settings in real time.
    (video1), (video2)
  • Waypoints for AI, AI basics, Navigation system basics. Sneak preview of some pickups trying to get somewhere (video)
    Bolide driving on ECA (video). Same with debug information enabled: (video)
  • Added indicated airspeed app:
  • Separate full-screen and windowed vsync settings
  • Warn when disabling vsync in windowed mode with aero running

Bugfixes:
  • Fixed debug color flickering
  • Force feedback "buildup" of old forces when reloading vehicle/changing part/etc. / FF should be much more deterministic now
  • Parts configuration: Part doesn't change on first time selection
  • Main menu options not letting user return to main screen
  • added missing texture: wheel_04a_n.dds was missing
  • Switching to full-screen with 'alt+enter' lowers refreshing rate
  • Fix vsync setting not being applied when changing in full-screen mode
  • Wind sound now takes wind flow into account
  • Fixed JSON parser having problems with specific jbeam special cases(empty lists and string escapes)
  • Vehicle selector "Remove Filter" button works but doesn't hide the selection
  • Fixed hangup on T3D LUA crash
  • Better error reporting for JSON errors
  • Options menu reverted to previous working state
  • Improved tire deflation behavior
  • Improved AI Display and visualization
  • Reduced skid mark threshold to 15m/s, this allows skid marks from burnouts in first gear
  • Fixed issues with the new BC5 texture normals

Content:
  • Added buoyancy to Steel Barrel (video)
  • Disabled self collision on T-Series mudflaps & front wheels to reduce sticking
  • Added optional dynamic reflections to vehicle materials, enable them in the options menu
  • Fixed basetex issue on East Coast USA
  • 200BX Interior and Jbeam progress - Engine model and textures
  • Global tire tuning
  • Civetta Bolide handling improvements
  • Cannon texture, model & jbeam tweaks
  • Progress on the Gavril Roamer
  • Added a working cannon, T to fire, signals for elevation angle (video)
  • Tweaked overDarkFactor on Puregrid for smoother vehicle shading
  • Fixed missing clouds on Hirochi Raceway
  • Fixed wheels offset in Hirochi Sunburst
  • Minor fixes in East Coast USA and Hirochi Raceway
  • Updates in East Coast for Town, Forest and Bridge
  • Improved sky on Small Island
  • Improved support for debug draw
  • Distanced the external camera for Large spinner
  • T-Series interior finished
  • AI paths added in East Coast USA
  • 200bx texture and model progress(WIP)
  • Separate car customization to set up car, configure parts and choose color
  • Updated angular materials in newer version of UI
  • Improved base model for Ibishu Covet from tire test tester results
  • fixed internal turn signal for Moonhawk

About the release of the game in the steam store: we hit some technical problems that will delay this for 4 to 8 weeks, stay tuned.
BeamNG.drive - BeamNG


You can also read this update in our blog (and watch the videos that are included there as well).

Features:
  • Added beam stress & deform debug that will help content creators a lot (video)
  • Improved jbeam collision debug visuals - you can now see the direction of coltris much better in order to fix problems (orange being the underside)
    (video)
  • AI control app added - App to control the more advanced AI (WIP)
  • In-game controller mapping added - You can now add new controllers, edit & re-map the bindings in-game (WIP)
  • Early implementation of remote controller app, the APK will be published later on after we improved the discovery phase of the device
  • Work on pressure approximation and fidelity - Here's an example of a pressurized mat with no internal beams (video)
  • Progresses on AI and on route creation - Waypoints generated from decal roads, merged with user created waypoints, merged and optimized. Also decreased the performance burden by moving the collision with the waypoints to the physics side instead of using T3D collision.
  • Added collision quads - a more advanced way of specifying triangles
  • Removed limitation of debug only being drawn on the active vehicle.
  • Dynamic reflections on vehicles: We also added in-game options for dynamic reflections so you can adjust the quality settings in real time.
    (video1), (video2)
  • Waypoints for AI, AI basics, Navigation system basics. Sneak preview of some pickups trying to get somewhere (video)
    Bolide driving on ECA (video). Same with debug information enabled: (video)
  • Added indicated airspeed app:
  • Separate full-screen and windowed vsync settings
  • Warn when disabling vsync in windowed mode with aero running

Bugfixes:
  • Fixed debug color flickering
  • Force feedback "buildup" of old forces when reloading vehicle/changing part/etc. / FF should be much more deterministic now
  • Parts configuration: Part doesn't change on first time selection
  • Main menu options not letting user return to main screen
  • added missing texture: wheel_04a_n.dds was missing
  • Switching to full-screen with 'alt+enter' lowers refreshing rate
  • Fix vsync setting not being applied when changing in full-screen mode
  • Wind sound now takes wind flow into account
  • Fixed JSON parser having problems with specific jbeam special cases(empty lists and string escapes)
  • Vehicle selector "Remove Filter" button works but doesn't hide the selection
  • Fixed hangup on T3D LUA crash
  • Better error reporting for JSON errors
  • Options menu reverted to previous working state
  • Improved tire deflation behavior
  • Improved AI Display and visualization
  • Reduced skid mark threshold to 15m/s, this allows skid marks from burnouts in first gear
  • Fixed issues with the new BC5 texture normals

Content:
  • Added buoyancy to Steel Barrel (video)
  • Disabled self collision on T-Series mudflaps & front wheels to reduce sticking
  • Added optional dynamic reflections to vehicle materials, enable them in the options menu
  • Fixed basetex issue on East Coast USA
  • 200BX Interior and Jbeam progress - Engine model and textures
  • Global tire tuning
  • Civetta Bolide handling improvements
  • Cannon texture, model & jbeam tweaks
  • Progress on the Gavril Roamer
  • Added a working cannon, T to fire, signals for elevation angle (video)
  • Tweaked overDarkFactor on Puregrid for smoother vehicle shading
  • Fixed missing clouds on Hirochi Raceway
  • Fixed wheels offset in Hirochi Sunburst
  • Minor fixes in East Coast USA and Hirochi Raceway
  • Updates in East Coast for Town, Forest and Bridge
  • Improved sky on Small Island
  • Improved support for debug draw
  • Distanced the external camera for Large spinner
  • T-Series interior finished
  • AI paths added in East Coast USA
  • 200bx texture and model progress(WIP)
  • Separate car customization to set up car, configure parts and choose color
  • Updated angular materials in newer version of UI
  • Improved base model for Ibishu Covet from tire test tester results
  • fixed internal turn signal for Moonhawk

About the release of the game in the steam store: we hit some technical problems that will delay this for 4 to 8 weeks, stay tuned.
BeamNG.drive - BeamNG



You can also read this update in our blog.


Features:

  • Friction subsystem update. The friction graphs are better now
  • Reduced latency for crashing sounds
  • Improved user folder: new directory structure, cache now version dependant as well as other improvements
  • Integrity checking: runs each time the game is updated to prevent conflicts and content breaking errors
  • New logging subsystem: now with improved format and ability to set it up better. (See settings/base.ini file)
  • Frame rate limiter now configurable via text file (See settings/base.ini file)
  • Globally improved and more accurate vehicle handling as a result of new friction code and extensive tire tuning
  • Optimizations for non-collidable pressureWheel triangles
  • support for BC5 normal maps for all vehicles to greatly reduce artifacts
  • putting zip files into the mods folder will automatically mount them

Bugfixes:
  • Fixed script warnings and errors
  • Fixed crashes to desktop when returning to the menu
  • Temporarily removed other audio providers to prevent muted audio
  • Fixed positioning of crash sound
  • Fixed parts configurator bug allowing only one part removal at a time
  • Zero size warning removed for hubcaps
  • Fixed bug in soundsource ordering
  • Fixed lots of possible crashes
  • Improved logging origins so one can always tell where the error came from
  • disabled ancient GFX profile loading
  • Fullscreen mode fallbacks improved: if the game fails to switch to fullscreen, it falls back to windowed mode now
  • Fixed bugs with incorrect window resolutions resulting in startup errors
  • Fixed CPU name reporting in logs
  • Fixed crashs: on vertex buffer locking, missing lighting datablock, missing decal datablock
  • Improved D3D Crash Handling

Content:
  • Extensive tire and suspension tuning to improve handling and FFB corresponding with new friction code
  • Softened and increased damping on all tie rods to reduce vibration and improve FFB
  • Revised most vehicles' external cameras and some internal cameras
  • Various minor fixes and corrections to all vehicles
  • Tuned all tire friction coefficients
  • Lightbars added to the H-Series, Grand Marshal, and D15
  • Pushbar finished and textured for the Grand Marshal
  • New 17" sport wheels for the D15 Sport and Grand Marshal Sport
  • Added 16" rally wheels to the Covet
  • Added barriers to the Large Spinner
  • B-pillar tweaks on most vehicles
  • Fixed mesh spikes on the Moonhawk when wheels detach
  • Fixed wrongly triggered flares on Moonhawk
  • Reduced Bolide bodywork panel attachment strength
  • Brighter gauges when not lit on the D15, H-Series, Grand Marshal, and Moonhawk
  • Turquoise gauge glow added for Covet when headlights are on
  • Fixed instability on the T65
  • T65 flatbed added
  • T65 short frame fifth wheel upfit added (much easier on FPS)
  • Added ability for T-Series transmission to detach from the engine
  • Added seats to T-Series with soft mounts
  • More T-Series interior progress
  • Reduced vehicles' metal friction coefficient from 0.7 to 0.5
  • Increased Covet skidplate friction from 0.2 to 0.5 to improve driveability
  • Added steering axis inclination (SAI) to Bolide to improve handling and FFB
  • Fixed lack of SAI on Sunburst causing strange FFB and incorrect suspension geometry
  • Breakable driveshafts on the Sunburst
  • Strengthened rear strut top on Sunburst to reduce unwanted deformation over jumps
  • Added rally suspension to the Sunburst with stronger components
  • Sunburst RS and Race damping increased
  • Retuned exhaust deformation and detaching for Sunburst
  • Fixed zero offset on Sunburst hubcaps creating zero-length beams
  • More work on 200BX (almost ready for public testing)
  • Added larger flipramp variant that matches up with T65 cargo box
  • Dry Rock Island vegetation tweaks
  • Fix for bridges dropping FPS
  • Fixes based on feedback to East Coast
  • Added another trail to East Coast
  • Improved some roads on East Coast
  • Improved jump on Industrial
  • Global groundmodel tweaks
  • Fixed some erroneous flares/spotlights
  • Gas station added to East Coast
  • Skidpads Added to Gridmap
BeamNG.drive - BeamNG



You can also read this update in our blog.


Features:

  • Friction subsystem update. The friction graphs are better now
  • Reduced latency for crashing sounds
  • Improved user folder: new directory structure, cache now version dependant as well as other improvements
  • Integrity checking: runs each time the game is updated to prevent conflicts and content breaking errors
  • New logging subsystem: now with improved format and ability to set it up better. (See settings/base.ini file)
  • Frame rate limiter now configurable via text file (See settings/base.ini file)
  • Globally improved and more accurate vehicle handling as a result of new friction code and extensive tire tuning
  • Optimizations for non-collidable pressureWheel triangles
  • support for BC5 normal maps for all vehicles to greatly reduce artifacts
  • putting zip files into the mods folder will automatically mount them

Bugfixes:
  • Fixed script warnings and errors
  • Fixed crashes to desktop when returning to the menu
  • Temporarily removed other audio providers to prevent muted audio
  • Fixed positioning of crash sound
  • Fixed parts configurator bug allowing only one part removal at a time
  • Zero size warning removed for hubcaps
  • Fixed bug in soundsource ordering
  • Fixed lots of possible crashes
  • Improved logging origins so one can always tell where the error came from
  • disabled ancient GFX profile loading
  • Fullscreen mode fallbacks improved: if the game fails to switch to fullscreen, it falls back to windowed mode now
  • Fixed bugs with incorrect window resolutions resulting in startup errors
  • Fixed CPU name reporting in logs
  • Fixed crashs: on vertex buffer locking, missing lighting datablock, missing decal datablock
  • Improved D3D Crash Handling

Content:
  • Extensive tire and suspension tuning to improve handling and FFB corresponding with new friction code
  • Softened and increased damping on all tie rods to reduce vibration and improve FFB
  • Revised most vehicles' external cameras and some internal cameras
  • Various minor fixes and corrections to all vehicles
  • Tuned all tire friction coefficients
  • Lightbars added to the H-Series, Grand Marshal, and D15
  • Pushbar finished and textured for the Grand Marshal
  • New 17" sport wheels for the D15 Sport and Grand Marshal Sport
  • Added 16" rally wheels to the Covet
  • Added barriers to the Large Spinner
  • B-pillar tweaks on most vehicles
  • Fixed mesh spikes on the Moonhawk when wheels detach
  • Fixed wrongly triggered flares on Moonhawk
  • Reduced Bolide bodywork panel attachment strength
  • Brighter gauges when not lit on the D15, H-Series, Grand Marshal, and Moonhawk
  • Turquoise gauge glow added for Covet when headlights are on
  • Fixed instability on the T65
  • T65 flatbed added
  • T65 short frame fifth wheel upfit added (much easier on FPS)
  • Added ability for T-Series transmission to detach from the engine
  • Added seats to T-Series with soft mounts
  • More T-Series interior progress
  • Reduced vehicles' metal friction coefficient from 0.7 to 0.5
  • Increased Covet skidplate friction from 0.2 to 0.5 to improve driveability
  • Added steering axis inclination (SAI) to Bolide to improve handling and FFB
  • Fixed lack of SAI on Sunburst causing strange FFB and incorrect suspension geometry
  • Breakable driveshafts on the Sunburst
  • Strengthened rear strut top on Sunburst to reduce unwanted deformation over jumps
  • Added rally suspension to the Sunburst with stronger components
  • Sunburst RS and Race damping increased
  • Retuned exhaust deformation and detaching for Sunburst
  • Fixed zero offset on Sunburst hubcaps creating zero-length beams
  • More work on 200BX (almost ready for public testing)
  • Added larger flipramp variant that matches up with T65 cargo box
  • Dry Rock Island vegetation tweaks
  • Fix for bridges dropping FPS
  • Fixes based on feedback to East Coast
  • Added another trail to East Coast
  • Improved some roads on East Coast
  • Improved jump on Industrial
  • Global groundmodel tweaks
  • Fixed some erroneous flares/spotlights
  • Gas station added to East Coast
  • Skidpads Added to Gridmap
BeamNG.drive - BeamNG




You can also read this update in our blog.

Features:
  • Added NodeBeamEditor by masa: We are working together with him to integrate it better. You can find it in the 'editor' subfolder.

Bugfixes:
  • Many stability fixes in the physics core
  • Fixed cache file loading: prefer non-cached version
  • Fixed bug where vehicles could not be dragged around in the editor
  • Pressure wheels support hubcaps again
  • Disabled action menu for now until it is completely working
  • Better deflation behavior for pressure wheels

Vehicle Content:
  • New cubemaps for car reflections
  • Thumbnails for all vehicles
  • Minor changes to sunburst body kit and rally lights mesh

Terrain Content:
  • Overhauled skybox cubemaps for better reflections
  • Minor improvements to ECA
  • Updated palm trees and textures on DRI

If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"
BeamNG.drive - BeamNG




You can also read this update in our blog.

Features:
  • Added NodeBeamEditor by masa: We are working together with him to integrate it better. You can find it in the 'editor' subfolder.

Bugfixes:
  • Many stability fixes in the physics core
  • Fixed cache file loading: prefer non-cached version
  • Fixed bug where vehicles could not be dragged around in the editor
  • Pressure wheels support hubcaps again
  • Disabled action menu for now until it is completely working
  • Better deflation behavior for pressure wheels

Vehicle Content:
  • New cubemaps for car reflections
  • Thumbnails for all vehicles
  • Minor changes to sunburst body kit and rally lights mesh

Terrain Content:
  • Overhauled skybox cubemaps for better reflections
  • Minor improvements to ECA
  • Updated palm trees and textures on DRI

If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"
BeamNG.drive - BeamNG
Bugfixes
  • Fixed several crashes and problems in the physics
  • Fixed cache file loading: prefer non-cached version

This update is for the default (stable) and experimental branch.

You are very invited to provide feedback on this version in our forums or using the steam discussions.
BeamNG.drive - BeamNG
Bugfixes
  • Fixed several crashes and problems in the physics
  • Fixed cache file loading: prefer non-cached version

This update is for the default (stable) and experimental branch.

You are very invited to provide feedback on this version in our forums or using the steam discussions.
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • Engine sounds emit from engine nodes
  • New wheel type: pressureWheels: All official vehicles now use this, we will have a dedicated blog on pressureWheels at a later date.
  • Collision triangles on pressureWheels
  • New in-game menu(WIP, subject to change)
  • New level selector without having to exit to the main menu(WIP, subject to change)
  • AI moved to HTML sidebar, also added new mode: keep distance

Bugfixes:
  • New "My Document/BeamNG.drive" Document folder behavior. (settings folder, less spam in cache folder, added screenshots folder)
  • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed crash to desktop in async shader generation
  • Crash when overwriting .DAE file. Exporting directly from Blender works again, and should reload the mesh dynamically again.
  • Improved D3D crash messages
  • Texture hot-loading failed. Overwriting it should reload the texture dynamically now.
  • Fix for electrics not working if the vehicle has no engine
  • East Coast USA and Dry Rock Island bug fixes
  • Fixed the parts config not working with the cursor
  • Improved window creation fallbacks when using multiple screens.

Content:
  • Minor work on Sunburst fenders
  • Tweaked driver camera on Sunburst
  • More work on Sunburst interior
  • Revised light softness and shadow resolution on all cars
  • Cab textures added to Gavril T75
  • Fixed Sunburst 2.0 Sport trim engine bug
  • More work on the Industrial racetrack
  • DXT5 compression on normal maps to reduce artifacting
  • Wheel and suspension tweaks on all vehicles
  • All vehicles now use pressureWheels
  • East Coast USA bumpy bridges fixed
  • Race barriers on Industrial added
  • More UI work
  • Sunburst scoop and strut bars added
  • Sunburst 'sport' front bumper added
  • Sunburst - Larger disc brakes for Sport S and above
  • Added a back plate and glass to the van cab
  • Added T65 cargo box upfit
  • Added rear skid plates to the Covet
  • Added a Rally variant for the Sunburst
  • Added a race spoiler to the Sunburst
  • Global groundmodel tweaks

If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"
BeamNG.drive - BeamNG


This update is for the experimental branch only.

This update is unstable, buggy and half implemented as it is 'experimental'.

If you are willing to accept the buggy state of the software, you can read here on how to switch the branch.

You can also read this update in our blog.

Features:
  • Engine sounds emit from engine nodes
  • New wheel type: pressureWheels: All official vehicles now use this, we will have a dedicated blog on pressureWheels at a later date.
  • Collision triangles on pressureWheels
  • New in-game menu(WIP, subject to change)
  • New level selector without having to exit to the main menu(WIP, subject to change)
  • AI moved to HTML sidebar, also added new mode: keep distance

Bugfixes:
  • New "My Document/BeamNG.drive" Document folder behavior. (settings folder, less spam in cache folder, added screenshots folder)
  • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
  • Fixes problems with custom levels using doublequotes as part of the description
  • Fixed crash to desktop in async shader generation
  • Crash when overwriting .DAE file. Exporting directly from Blender works again, and should reload the mesh dynamically again.
  • Improved D3D crash messages
  • Texture hot-loading failed. Overwriting it should reload the texture dynamically now.
  • Fix for electrics not working if the vehicle has no engine
  • East Coast USA and Dry Rock Island bug fixes
  • Fixed the parts config not working with the cursor
  • Improved window creation fallbacks when using multiple screens.

Content:
  • Minor work on Sunburst fenders
  • Tweaked driver camera on Sunburst
  • More work on Sunburst interior
  • Revised light softness and shadow resolution on all cars
  • Cab textures added to Gavril T75
  • Fixed Sunburst 2.0 Sport trim engine bug
  • More work on the Industrial racetrack
  • DXT5 compression on normal maps to reduce artifacting
  • Wheel and suspension tweaks on all vehicles
  • All vehicles now use pressureWheels
  • East Coast USA bumpy bridges fixed
  • Race barriers on Industrial added
  • More UI work
  • Sunburst scoop and strut bars added
  • Sunburst 'sport' front bumper added
  • Sunburst - Larger disc brakes for Sport S and above
  • Added a back plate and glass to the van cab
  • Added T65 cargo box upfit
  • Added rear skid plates to the Covet
  • Added a Rally variant for the Sunburst
  • Added a race spoiler to the Sunburst
  • Global groundmodel tweaks

If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"
...