BeamNG.drive - BeamNG


We are happy to announce the first patch release for 0.4.2 that fixes a lot of crashes.

You can also read this update in our blog

Features:
  • Input: Added default inputmaps for Thrustmaster T300RS and Thrustmaster TX Racing Wheel. They should now work out-of-the-box. (Note to owners: if the vehicle veers left or right while the steering wheel is perfectly centered, please follow the official centering guide: http://ts.thrustmaster.com/faqs/eng/thr_eng_00157.pdf )
  • Input: Added force feedback support for more wheels and for joysticks (some wheels identify themselves as joysticks instead of wheels, such as Logitech MOMO Racing Wheel)
  • Added 'scenariohelper.lua' to ease the process of creating a scenario lua script
  • Improved launcher integrity checking after an update: its faster and actually reports the real progress including an ETA
  • Added logging and crash reporting to launcher application so we can debug problems in there

Bugfixes:
  • Fixed crash on startup with some types of monitors
  • Fixed crash on vehicle material switch
  • Fixed crash on computers under minimun requirements, now we show an error msg on WindowsXP and DirectX9 systems
  • Fixed debug objects being drawn multiple times
  • Fixed crash on Windows Vista when trying to get system memory values. This was the bug that users reported as 'crash on integrity checking'
  • Fixed random crash playing sounds: due to asynchronous usage of the sound system
  • Fixed sound system breaking LUA for objects with no engine
  • Fixed bananabench showing errors
  • Fixed scenarios spamming the console when changing the time
  • Fixed vehicle instability warning not being shown
  • Added 'cleanup.bat' file that cleans the cache folder
  • Cleaned up sound code by removing bits that were used by the old async sound loading system
  • Fixed TCS not accounting for different wheel speeds when turning, resulting in excessive braking at low speeds and sharp turns
  • Fixed ESC behaving asymmetrically
  • Fixed truncated log lines in ingame console
  • User Interface: Tweaked airspeed app
  • User Interface: Fixed apps showing incorrect steering values when a force feedback device was being used
  • Input: Moved all input logs to beamng.log (beamng-input.log file will no longer be created)
  • Input: Fixed extremely low framerates when using certain steering wheels (such as Thrustmaster 458 Italia)
  • Input: Fixed force feedback subsystem not being able to locate the force feedback controller if many devices were plugged in certain specific order
  • Input: Fixed log flooding while using XBox gamepads
  • Input: Fixed lack of Force Feedback when mouse hovered over the UI or apps
  • Input: Added several traces to better debug the remaining force feedback issues
  • Fixed collision triangles not breaking
  • Fixed visualization of broken collision triangles
  • Fixed crashing bugs in debug drawing
  • Fixed manual waypoint preserving for maps
  • Artificial Intelligence: Fixed AI planning
  • Artificial Intelligence: The AI can learn car turning G forces now
  • Artificial Intelligence: Improved AI flee planning
  • Fixed vehicle quad collision generation
  • Fixed catalytic converter only working while debug mode was enabled

Levels:
  • East Coast USA: fixed a shadow issue causing low FPS, improved a small issue with AI pathfinding in the town
  • Removed soundspace on East Coast USA

Vehicles:
  • SBR4: Improved top speed, added new variants and wheels (S RWD and S AWD), tuned anti-roll bars and suspension for less understeer, brighter taillights, tweaked rear bumper deformation, fixed pedals clipping, reconfigured ESC to be less aggressive
  • Covet: Fixed Sport rear tire breaking at 170km/h+, improved stability of Race tire
  • Bolide: Fixed 390GTR front wheel breaking too easily, edited beamSpring on tailgate, to prevent it from warping
  • Pigeon: Fixed tire breaking too easily and freezing physics
  • Pessima: Fixed engine mount beams breaking/bending suspension, fixed rear camber, cleaned up materials file
  • T75: Fixed sleeper cab door deformGroups, fixed Sleeper self collision on spawn, adjusted hood deflector UVs
  • Moonhawk: adjusted Drag wheelie bar
  • Adjusted specular sharpness on all cars materials
  • Rocks: added the configuration files for the Rocks prop, added another configuration containing 3 large rocks
  • New preview pictures
BeamNG.drive - BeamNG


We are happy to announce the first patch release for 0.4.2 that fixes a lot of crashes.

You can also read this update in our blog

Features:
  • Input: Added default inputmaps for Thrustmaster T300RS and Thrustmaster TX Racing Wheel. They should now work out-of-the-box. (Note to owners: if the vehicle veers left or right while the steering wheel is perfectly centered, please follow the official centering guide: http://ts.thrustmaster.com/faqs/eng/thr_eng_00157.pdf )
  • Input: Added force feedback support for more wheels and for joysticks (some wheels identify themselves as joysticks instead of wheels, such as Logitech MOMO Racing Wheel)
  • Added 'scenariohelper.lua' to ease the process of creating a scenario lua script
  • Improved launcher integrity checking after an update: its faster and actually reports the real progress including an ETA
  • Added logging and crash reporting to launcher application so we can debug problems in there

Bugfixes:
  • Fixed crash on startup with some types of monitors
  • Fixed crash on vehicle material switch
  • Fixed crash on computers under minimun requirements, now we show an error msg on WindowsXP and DirectX9 systems
  • Fixed debug objects being drawn multiple times
  • Fixed crash on Windows Vista when trying to get system memory values. This was the bug that users reported as 'crash on integrity checking'
  • Fixed random crash playing sounds: due to asynchronous usage of the sound system
  • Fixed sound system breaking LUA for objects with no engine
  • Fixed bananabench showing errors
  • Fixed scenarios spamming the console when changing the time
  • Fixed vehicle instability warning not being shown
  • Added 'cleanup.bat' file that cleans the cache folder
  • Cleaned up sound code by removing bits that were used by the old async sound loading system
  • Fixed TCS not accounting for different wheel speeds when turning, resulting in excessive braking at low speeds and sharp turns
  • Fixed ESC behaving asymmetrically
  • Fixed truncated log lines in ingame console
  • User Interface: Tweaked airspeed app
  • User Interface: Fixed apps showing incorrect steering values when a force feedback device was being used
  • Input: Moved all input logs to beamng.log (beamng-input.log file will no longer be created)
  • Input: Fixed extremely low framerates when using certain steering wheels (such as Thrustmaster 458 Italia)
  • Input: Fixed force feedback subsystem not being able to locate the force feedback controller if many devices were plugged in certain specific order
  • Input: Fixed log flooding while using XBox gamepads
  • Input: Fixed lack of Force Feedback when mouse hovered over the UI or apps
  • Input: Added several traces to better debug the remaining force feedback issues
  • Fixed collision triangles not breaking
  • Fixed visualization of broken collision triangles
  • Fixed crashing bugs in debug drawing
  • Fixed manual waypoint preserving for maps
  • Artificial Intelligence: Fixed AI planning
  • Artificial Intelligence: The AI can learn car turning G forces now
  • Artificial Intelligence: Improved AI flee planning
  • Fixed vehicle quad collision generation
  • Fixed catalytic converter only working while debug mode was enabled

Levels:
  • East Coast USA: fixed a shadow issue causing low FPS, improved a small issue with AI pathfinding in the town
  • Removed soundspace on East Coast USA

Vehicles:
  • SBR4: Improved top speed, added new variants and wheels (S RWD and S AWD), tuned anti-roll bars and suspension for less understeer, brighter taillights, tweaked rear bumper deformation, fixed pedals clipping, reconfigured ESC to be less aggressive
  • Covet: Fixed Sport rear tire breaking at 170km/h+, improved stability of Race tire
  • Bolide: Fixed 390GTR front wheel breaking too easily, edited beamSpring on tailgate, to prevent it from warping
  • Pigeon: Fixed tire breaking too easily and freezing physics
  • Pessima: Fixed engine mount beams breaking/bending suspension, fixed rear camber, cleaned up materials file
  • T75: Fixed sleeper cab door deformGroups, fixed Sleeper self collision on spawn, adjusted hood deflector UVs
  • Moonhawk: adjusted Drag wheelie bar
  • Adjusted specular sharpness on all cars materials
  • Rocks: added the configuration files for the Rocks prop, added another configuration containing 3 large rocks
  • New preview pictures
BeamNG.drive - BeamNG


The changelog is bigger than the limits for this news entry, so please read the full version with images in our blog: http://www.beamng.com/entries/135

Highlights from this release:
  • Added new vehicle: Hirochi SBR4
    https://www.youtube.com/watch?v=Ns3E46QkHJg

  • Improved tires and suspension for more realistic handling
  • Added several new parts to the vehicles, such as a supercharger for the Moonhawk, sleeper cab for the T75, new wheels for the Bolide 390 and more
  • Added several new scenarios such as a high speed race along East Coast USA in the new SBR4
  • Improved dynamic collisions; allows vehicles to be carried around realistically (see "Car delivery" scenario)
  • Vastly increased fidelity of force feedback and reduced input lag, especially in low framerate situations
BeamNG.drive - BeamNG


The changelog is bigger than the limits for this news entry, so please read the full version with images in our blog: http://www.beamng.com/entries/135

Highlights from this release:
  • Added new vehicle: Hirochi SBR4
    https://www.youtube.com/watch?v=Ns3E46QkHJg

  • Improved tires and suspension for more realistic handling
  • Added several new parts to the vehicles, such as a supercharger for the Moonhawk, sleeper cab for the T75, new wheels for the Bolide 390 and more
  • Added several new scenarios such as a high speed race along East Coast USA in the new SBR4
  • Improved dynamic collisions; allows vehicles to be carried around realistically (see "Car delivery" scenario)
  • Vastly increased fidelity of force feedback and reduced input lag, especially in low framerate situations
BeamNG.drive - BeamNG


You can also read this update in our blog

We just released a hotfix for the latest 0.4.1 version that fixes a crash on startup that happened if you had an Xbox controller connected that was low on battery :|
Also, since the move to DirectX11, WindowsXP is not supported anymore from this version on. We created a fallback version of the game that you can get like described below.

Bugfixes:
  • Fixed crash on startup when a gamepad doesn't have full battery
  • Fixed Pessima V6 configuration not loading properly
  • Added fallback for torqueArm

Content:
  • Added "Port Escape" scenario featuring the Pessima
  • Added "Drown the Pigeon" scenario
  • Pessima: Added "stanced" configuration
  • H45: Tuned heavy duty rear suspension to take loads better
  • D15 Custom Off-Road: More damping and limiter damping
  • East Coast USA: removed duplicate bridge

If you want to know how to get the version that supports DirectX 9, please read the blogpost.
BeamNG.drive - BeamNG


You can also read this update in our blog

We just released a hotfix for the latest 0.4.1 version that fixes a crash on startup that happened if you had an Xbox controller connected that was low on battery :|
Also, since the move to DirectX11, WindowsXP is not supported anymore from this version on. We created a fallback version of the game that you can get like described below.

Bugfixes:
  • Fixed crash on startup when a gamepad doesn't have full battery
  • Fixed Pessima V6 configuration not loading properly
  • Added fallback for torqueArm

Content:
  • Added "Port Escape" scenario featuring the Pessima
  • Added "Drown the Pigeon" scenario
  • Pessima: Added "stanced" configuration
  • H45: Tuned heavy duty rear suspension to take loads better
  • D15 Custom Off-Road: More damping and limiter damping
  • East Coast USA: removed duplicate bridge

If you want to know how to get the version that supports DirectX 9, please read the blogpost.
BeamNG.drive - BeamNG


You can also read this update in our blog

We've just released version 0.4.1.1, addressing the invisible vehicle bug and much more.

Features:
  • Small optimizations in the physics core
  • Increased timing for engine drowning
  • Controller hotplugging fixed: you can now plug/unplug controllers (joysticks, gamepads, steering wheels) at any time

Bugfixes:
  • Fixed invisible Vehicles on DirectX version 10.1
  • Merged resolution and refresh rate options for a better user experience: it was not showing all resolutions before
  • Fixed black water on Low quality settings
  • Fixed XInput cache file infinitely growing in size
  • Fixed each XBox controller being detected as two different devices at the same time
  • Fixed various "XBox controller plugged" messages appearing at wrong times
  • Fixed broken bindings (H-shifters and camera zoom) in the following steering wheels: SideWinder Force Feedback Wheel, Fanatec Porsche 911 Turbo S Wheel, Ferrari F1 wheel Integral T500, Logitech Driving Force Pro, Logitech Driving Force GT, Logitech Momo Racing Force Feedback Wheel
  • Lowered G27 LEDs log severity during successful initialization
  • Fixed 'Device Detection' progress dialog not showing up if the process takes a long time
  • Fixed 'Device Detection' progress dialog sometimes being stuck open forever
  • Fixed all 4 possible XBox controllers sharing the exact same name

Content:
  • Added the Ibishu Pessima
  • Added Pessima test scenario
  • Added self-collision to wheel axis nodes
  • Gavril Vanster: Interior mirror flexbody fix
  • Gavril T6/75: Fixed incorrectly being front wheel drive, acceleration bug fix & an issue where the engine would stop if any node touches water
  • Various small vehicle improvements and fixes
  • Minor improvements for Jungle Rock Island
BeamNG.drive - BeamNG


You can also read this update in our blog

We've just released version 0.4.1.1, addressing the invisible vehicle bug and much more.

Features:
  • Small optimizations in the physics core
  • Increased timing for engine drowning
  • Controller hotplugging fixed: you can now plug/unplug controllers (joysticks, gamepads, steering wheels) at any time

Bugfixes:
  • Fixed invisible Vehicles on DirectX version 10.1
  • Merged resolution and refresh rate options for a better user experience: it was not showing all resolutions before
  • Fixed black water on Low quality settings
  • Fixed XInput cache file infinitely growing in size
  • Fixed each XBox controller being detected as two different devices at the same time
  • Fixed various "XBox controller plugged" messages appearing at wrong times
  • Fixed broken bindings (H-shifters and camera zoom) in the following steering wheels: SideWinder Force Feedback Wheel, Fanatec Porsche 911 Turbo S Wheel, Ferrari F1 wheel Integral T500, Logitech Driving Force Pro, Logitech Driving Force GT, Logitech Momo Racing Force Feedback Wheel
  • Lowered G27 LEDs log severity during successful initialization
  • Fixed 'Device Detection' progress dialog not showing up if the process takes a long time
  • Fixed 'Device Detection' progress dialog sometimes being stuck open forever
  • Fixed all 4 possible XBox controllers sharing the exact same name

Content:
  • Added the Ibishu Pessima
  • Added Pessima test scenario
  • Added self-collision to wheel axis nodes
  • Gavril Vanster: Interior mirror flexbody fix
  • Gavril T6/75: Fixed incorrectly being front wheel drive, acceleration bug fix & an issue where the engine would stop if any node touches water
  • Various small vehicle improvements and fixes
  • Minor improvements for Jungle Rock Island
BeamNG.drive - BeamNG


You can also read this update in our blog.

Version 0.4.1.0 released, welcoming DX11 :)

This update took us longer, since we were working on bigger changes that needed time to mature enough to be released with quality in mind.

DirectX 11
We have switched from DirectX9 to DirectX11. The benefits are improved performance, future proofness and a good step towards modernizing the game engine core. The downside is that DirectX 11 will not run on Windows XP any more.

Features:
  • Moved some calculations to the GPU, speeding up the flexmeshes considerably
  • Implemented realistic Electronic Stability Control with multiple switchable configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the only vehicle modern enough to have ESC support.
  • Small startup time improvement
  • Added force-feedback defaults to Fanatec and T500RS wheels
  • New main menu background images replacing the blurry video - Higher quality and more appealing
  • Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity, getRollAngularVelocity
  • Added brakePressureDelay to simulate delay of air brakes on heavy trucks
  • Changelogs in the start menu and the info tab
  • Improved debug visualization for sounds.
  • Windows 10: Tested and found to be working well, fixed version reporting

Input:
  • Mouse wheel, axes, and some buttons can be bound now, enabling you to have mouse steering :)
  • Improved bindings: now faster and more direct: calling VLua, ELua, JS or TS directly
  • G27 steering wheel RPM LEDs working
  • Fixed setting bindings of high-end controllers that can fire rapid events (such as Fanatec CS or Saitek X-55)
  • Fixed inability to add and save bindings after the last one has been removed
  • Right mouse button "look" is now a binding like the rest (and can be replaced by mouse steering, accelerate & brake, and many others)
  • Add filtering options to mouse controls (deadzone, linearity, inversion)
  • Show controller name next to axis/button identifier when editing a binding (to help those with many controllers connected at the same time)
  • Show device type icon (keyboard, gamepad, etc. icons) next to most binding assignments
  • Minor GUI improvements in Controls menu to improve usability
  • "Advanced Functions" mode now also disables certain hotkeys used for debugging and alike.

Bugfixes:
  • Vehicle loading optimized making it 3x faster
  • Using average wheel speed for speedometer instead of the speed of one of the wheels
  • Fixed physics core loosing beams under rare circumstances
  • Differential improvements
  • Fixed crash when loading dead island mod with "Direct Sound" enabled
  • Removed all sound providers except one for now.
  • Fixed an issue where users could not define an audio device properly
  • Fixed negative values in colorpicker
  • Fix for suspension replacement disabling steering
  • Prevent CEF console from being enabled at the same time as full screen mode
  • Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes and to improve instancing
  • Fixed crash when more than 16 sounds are playing at the same time
  • Fixed default water density being far too low

User Interface:
  • Added Electronic new Stability Control and ABS UI debugging apps
  • New and improved colorpicker in the vehicle selection
  • Several minor fixes to the UI: dashboard selection/highlighting, vehicle selector sizing too far
  • Improved auto-hiding of the dashboard: after 30 seconds and only when no tab is open
  • Vehicle Selector performance problems fixed: showing up much quicker now
  • Fixed Problem in the UI with duplicate audio devices making the UI stop working
  • Fixed Tacho2 up when engine values were missing: "NaN" is not shown but instead hiding the value now

Terrains/Gameplay:
  • Jungle Rock Island: Airfield progress, AI improvements, new materials/textures, added a fort, fixed dirt road suddenly ending, also now released and stable
  • GridMap: Added an ice patch, extended existing terrain samples
  • East Coast USA: Improved materials and LODs for buildings for improved performance
  • 4 new Scenarios: Moose Test, Jungle Rock Island Shortcut, East Coast USA Jumps, Heavy Machine Delivery
  • Updated colmesh for striped concrete barrier
  • Fixed "Supercar Rally" scenario
  • Fixed "Island Tour" scenario

Vehicles:
  • T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front jbeam to better simulate leaf springs. Fixed missing hood and fender cams, rear spotlights. Fixed slow onset instability problems.
  • Sunburst: Added new rally parts and non-ABS brakes to the Hiroshi Sunburst Rally
  • 200BX: Added new spoilers (XType and Small Lip). Tierod stiffness increased, fixed LSD diff being locked
  • D15: Added new off-road parts and "D15 V8 4WD Flatbed Custom" config. Fixed ABS settings for steelwheels, increased front suspension damping
  • D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension
  • Roamer: Added new roofrack objects, spare tire, carry bag
  • Sunburst: Stiffened door hinges, headlights, tierods
  • Improved ABS system, also tuning (to suit new system):200BX, D15, Grand Marshal, Sunburst
  • Bolide: Fixed normalmap artifact, fixed doors colliding with fenders, stiffened chassis
  • Covet: Added new rally parts to the Ibishu Covet Rally. Increased HP of base model
  • Grand Marshal: Stiffened chasssis and rear door hinge, fixed dashboard mesh stretching
  • Pigeon: Increases suspension damping
  • Van: Fixed rear view mirror mesh stretching, increased front suspension damping
  • Concrete Barrier: Remade nodes/beams, replaced with an updated model
  • Added a "Kick Plate" prop (scenario to use it will come)
  • Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Sunburst, T75
  • Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Moonhawk, Sunburst, T75

Wiki updates:

If you modified your input bindings, you might miss the default mappings for the new actions. You can either reset to default or, map it manually. We are working on fixing this issue to come up again in the future.

If the game fails to start, please try to delete your "My Documents/BeamNG.drive" folder.

For feedback, comments or anything alike, please use this thread: http://www.beamng.com/threads/15026
BeamNG.drive - BeamNG


You can also read this update in our blog.

Version 0.4.1.0 released, welcoming DX11 :)

This update took us longer, since we were working on bigger changes that needed time to mature enough to be released with quality in mind.

DirectX 11
We have switched from DirectX9 to DirectX11. The benefits are improved performance, future proofness and a good step towards modernizing the game engine core. The downside is that DirectX 11 will not run on Windows XP any more.

Features:
  • Moved some calculations to the GPU, speeding up the flexmeshes considerably
  • Implemented realistic Electronic Stability Control with multiple switchable configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the only vehicle modern enough to have ESC support.
  • Small startup time improvement
  • Added force-feedback defaults to Fanatec and T500RS wheels
  • New main menu background images replacing the blurry video - Higher quality and more appealing
  • Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity, getRollAngularVelocity
  • Added brakePressureDelay to simulate delay of air brakes on heavy trucks
  • Changelogs in the start menu and the info tab
  • Improved debug visualization for sounds.
  • Windows 10: Tested and found to be working well, fixed version reporting

Input:
  • Mouse wheel, axes, and some buttons can be bound now, enabling you to have mouse steering :)
  • Improved bindings: now faster and more direct: calling VLua, ELua, JS or TS directly
  • G27 steering wheel RPM LEDs working
  • Fixed setting bindings of high-end controllers that can fire rapid events (such as Fanatec CS or Saitek X-55)
  • Fixed inability to add and save bindings after the last one has been removed
  • Right mouse button "look" is now a binding like the rest (and can be replaced by mouse steering, accelerate & brake, and many others)
  • Add filtering options to mouse controls (deadzone, linearity, inversion)
  • Show controller name next to axis/button identifier when editing a binding (to help those with many controllers connected at the same time)
  • Show device type icon (keyboard, gamepad, etc. icons) next to most binding assignments
  • Minor GUI improvements in Controls menu to improve usability
  • "Advanced Functions" mode now also disables certain hotkeys used for debugging and alike.

Bugfixes:
  • Vehicle loading optimized making it 3x faster
  • Using average wheel speed for speedometer instead of the speed of one of the wheels
  • Fixed physics core loosing beams under rare circumstances
  • Differential improvements
  • Fixed crash when loading dead island mod with "Direct Sound" enabled
  • Removed all sound providers except one for now.
  • Fixed an issue where users could not define an audio device properly
  • Fixed negative values in colorpicker
  • Fix for suspension replacement disabling steering
  • Prevent CEF console from being enabled at the same time as full screen mode
  • Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes and to improve instancing
  • Fixed crash when more than 16 sounds are playing at the same time
  • Fixed default water density being far too low

User Interface:
  • Added Electronic new Stability Control and ABS UI debugging apps
  • New and improved colorpicker in the vehicle selection
  • Several minor fixes to the UI: dashboard selection/highlighting, vehicle selector sizing too far
  • Improved auto-hiding of the dashboard: after 30 seconds and only when no tab is open
  • Vehicle Selector performance problems fixed: showing up much quicker now
  • Fixed Problem in the UI with duplicate audio devices making the UI stop working
  • Fixed Tacho2 up when engine values were missing: "NaN" is not shown but instead hiding the value now

Terrains/Gameplay:
  • Jungle Rock Island: Airfield progress, AI improvements, new materials/textures, added a fort, fixed dirt road suddenly ending, also now released and stable
  • GridMap: Added an ice patch, extended existing terrain samples
  • East Coast USA: Improved materials and LODs for buildings for improved performance
  • 4 new Scenarios: Moose Test, Jungle Rock Island Shortcut, East Coast USA Jumps, Heavy Machine Delivery
  • Updated colmesh for striped concrete barrier
  • Fixed "Supercar Rally" scenario
  • Fixed "Island Tour" scenario

Vehicles:
  • T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front jbeam to better simulate leaf springs. Fixed missing hood and fender cams, rear spotlights. Fixed slow onset instability problems.
  • Sunburst: Added new rally parts and non-ABS brakes to the Hiroshi Sunburst Rally
  • 200BX: Added new spoilers (XType and Small Lip). Tierod stiffness increased, fixed LSD diff being locked
  • D15: Added new off-road parts and "D15 V8 4WD Flatbed Custom" config. Fixed ABS settings for steelwheels, increased front suspension damping
  • D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension
  • Roamer: Added new roofrack objects, spare tire, carry bag
  • Sunburst: Stiffened door hinges, headlights, tierods
  • Improved ABS system, also tuning (to suit new system):200BX, D15, Grand Marshal, Sunburst
  • Bolide: Fixed normalmap artifact, fixed doors colliding with fenders, stiffened chassis
  • Covet: Added new rally parts to the Ibishu Covet Rally. Increased HP of base model
  • Grand Marshal: Stiffened chasssis and rear door hinge, fixed dashboard mesh stretching
  • Pigeon: Increases suspension damping
  • Van: Fixed rear view mirror mesh stretching, increased front suspension damping
  • Concrete Barrier: Remade nodes/beams, replaced with an updated model
  • Added a "Kick Plate" prop (scenario to use it will come)
  • Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Sunburst, T75
  • Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Moonhawk, Sunburst, T75

Wiki updates:

If you modified your input bindings, you might miss the default mappings for the new actions. You can either reset to default or, map it manually. We are working on fixing this issue to come up again in the future.

If the game fails to start, please try to delete your "My Documents/BeamNG.drive" folder.

For feedback, comments or anything alike, please use this thread: http://www.beamng.com/threads/15026
...