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
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
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
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
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.
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.
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
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
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
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.
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
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.