BeamNG.drive - BeamNG


We are happy to announce version 0.4.3 that fixes two long standing crashes, improves physics and adds lots of new content :)

We broke steam again: Our update is longer than this news entry allows, please read it in our forums here.
BeamNG.drive - BeamNG


We are happy to announce version 0.4.3 that fixes two long standing crashes, improves physics and adds lots of new content :)

We broke steam again: Our update is longer than this news entry allows, please read it in our forums here.
BeamNG.drive - BeamNG
Hotfix release for a serious problem with a special hardware configuration, sorry for the problems.

Bugfixes:
  • Fixed incorrect detection of invalid hardware

Content:
  • T75 fix beams slowly deforming/breaking in suspension and concrete mixer, slowed steering speed a bit
BeamNG.drive - BeamNG
Hotfix release for a serious problem with a special hardware configuration, sorry for the problems.

Bugfixes:
  • Fixed incorrect detection of invalid hardware

Content:
  • T75 fix beams slowly deforming/breaking in suspension and concrete mixer, slowed steering speed a bit
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.
...