BeamNG.drive - BeamNG


You can also read this update in our forums with images.

Vehicles:
  • Barstow: tweaked deformation, improved front end rigidity (less shaking/wobbling over bumps), improved door glass breaking, fixed some wheels being unstable, added stage 1 supercharger for 423 engine, tweaked torque curves, fixed drag shifter and fuel needle not working correctly, texture and mesh fixes (engine bay braces moved to be part of fenders, main spec+normal+diffusemap improvements, engine bay mesh split), mirrors moved to main .dae
  • Moonhawk: remade gear ratios, added I6 automatic variant and 3-speed manual for I6, tweaked deformation, improved front end rigidity, improved door glass breaking, fixed front dampers
  • SBR4: improved door glass breaking, more downforce from wing
  • Roamer: added fire chief skin/variant, changed "Highway Patrol" to "Sheriff", minor texture tweaks, UVed parts of wheel wells and other areas to be skinnable:
  • Bolide: added new spoiler, minor texture tweaks, added group4 configuration
  • Covet: fixed defrost lines showing when rear window was broken, added some new optional hubcaps, fixed left halfshaft breaking too easily, added rally paintjob
  • Pigeon: fixed 600cc engine working underwater
  • Sunburst: tweaked shift points, stronger RS wing, replaced Police Sport RS with 'French Gendarmerie', added police skin, police beacon light
  • Pessima: fixed some wheels being unstable
  • 200BX: handling tweaks, less oversteer-prone, stronger GT wing
  • T-Series: reduced weight to be more realistic, made ram plow heavier, changed transmission from 13 speeds to 12 with new ratios
  • Grand Marshal: fixed missing racing wheel
  • H-Series: added police variant

Levels:
  • Gridmap: improved performance, minor color adjustments, some lighting improvements
  • Jungle Rock Island: texture improvements for vegetation, reduced overexposure on sand texture, adjustments to ocean colors
  • Hirochi Raceway: fixed stair collision on the stadium
  • Most maps were cleaned up and some behind the scenes errors were fixed

Physics:
  • Fixed vehicle recovery
  • Added x16 slow motion step
  • Small optimizations in physics core
  • Reduced FFB latency
  • Open differential stabilization (to reduce run-away engine problems)

Features:
  • Forced launcher to run 32-bit version when system has low memory (less than 3.7GB)
  • Forced launcher to run 32-bit version when Lavasoft Web Companion is installed on Windows 8.1 and up
  • Added logging of reasons why launcher chooses not to run 64-bit version
  • Added CEF control texture to detect when browser doesn't send screen updates
  • Added normalization to Blinn-Phong specular; specular strength is not necessary now

Input:
  • Added rumble effects for XBox gamepad controllers (work in progress). You can test them in Dashboard menu > Controls > Force Feedback > ThumbLX > Force Feedback Enabled > Apply.
  • Fixed accelerate+brake binding having a deadzone in the first half (affecting wheels with combined pedals, joysticks axis, etc)
  • Fixed FFB not working with some steering wheels and joysticks
  • Fixed FFB heavily impacting the framerates when certain controllers where plugged (e.g. Saitek R440, among others)
  • Fixed noisy/hi-res axes in one controller shadowing the rest of controllers even when deadzone was correctly set
  • Re-enabled Logitech G27 steering wheel LEDs

User interface:
  • Speed improvements for vehicle selector
  • Fixed wrong app names in edit mode
  • Improved vehicle selector ordering
  • Bug fix in environment when no time information is available
  • Added tooltips to control bindings; updated style
  • Doubleclick in vehicleselector works again
  • Fixed too big tiles on big or triple screens
  • Fixed a cursor bug on leaving the UI editor with ESC
  • Fixed "empty grey button" in controls assignment menu, happened when certain Windows Drivers took a bit longer to load after plugging a new controller
  • Fixed inability to create new bindings when a controller had no previous bindings
  • Selections are highlighted again

Bugfixes
  • Fixed errors when internal cameras section is empty
  • Improved mods loading speed during startup
  • Fixed out-of-bounds memory access in locale file parsing
  • Fixed launcher crash when game path contains unicode characters
  • We precompile all .dae files now prior shipping resulting in faster loading speeds
  • Fixed engine sounds: Engine sounds are using now the throttle of engine and not the throttle pedal's state
BeamNG.drive - BeamNG


You can also read this update in our forums with images.

Vehicles:
  • Barstow: tweaked deformation, improved front end rigidity (less shaking/wobbling over bumps), improved door glass breaking, fixed some wheels being unstable, added stage 1 supercharger for 423 engine, tweaked torque curves, fixed drag shifter and fuel needle not working correctly, texture and mesh fixes (engine bay braces moved to be part of fenders, main spec+normal+diffusemap improvements, engine bay mesh split), mirrors moved to main .dae
  • Moonhawk: remade gear ratios, added I6 automatic variant and 3-speed manual for I6, tweaked deformation, improved front end rigidity, improved door glass breaking, fixed front dampers
  • SBR4: improved door glass breaking, more downforce from wing
  • Roamer: added fire chief skin/variant, changed "Highway Patrol" to "Sheriff", minor texture tweaks, UVed parts of wheel wells and other areas to be skinnable:
  • Bolide: added new spoiler, minor texture tweaks, added group4 configuration
  • Covet: fixed defrost lines showing when rear window was broken, added some new optional hubcaps, fixed left halfshaft breaking too easily, added rally paintjob
  • Pigeon: fixed 600cc engine working underwater
  • Sunburst: tweaked shift points, stronger RS wing, replaced Police Sport RS with 'French Gendarmerie', added police skin, police beacon light
  • Pessima: fixed some wheels being unstable
  • 200BX: handling tweaks, less oversteer-prone, stronger GT wing
  • T-Series: reduced weight to be more realistic, made ram plow heavier, changed transmission from 13 speeds to 12 with new ratios
  • Grand Marshal: fixed missing racing wheel
  • H-Series: added police variant

Levels:
  • Gridmap: improved performance, minor color adjustments, some lighting improvements
  • Jungle Rock Island: texture improvements for vegetation, reduced overexposure on sand texture, adjustments to ocean colors
  • Hirochi Raceway: fixed stair collision on the stadium
  • Most maps were cleaned up and some behind the scenes errors were fixed

Physics:
  • Fixed vehicle recovery
  • Added x16 slow motion step
  • Small optimizations in physics core
  • Reduced FFB latency
  • Open differential stabilization (to reduce run-away engine problems)

Features:
  • Forced launcher to run 32-bit version when system has low memory (less than 3.7GB)
  • Forced launcher to run 32-bit version when Lavasoft Web Companion is installed on Windows 8.1 and up
  • Added logging of reasons why launcher chooses not to run 64-bit version
  • Added CEF control texture to detect when browser doesn't send screen updates
  • Added normalization to Blinn-Phong specular; specular strength is not necessary now

Input:
  • Added rumble effects for XBox gamepad controllers (work in progress). You can test them in Dashboard menu > Controls > Force Feedback > ThumbLX > Force Feedback Enabled > Apply.
  • Fixed accelerate+brake binding having a deadzone in the first half (affecting wheels with combined pedals, joysticks axis, etc)
  • Fixed FFB not working with some steering wheels and joysticks
  • Fixed FFB heavily impacting the framerates when certain controllers where plugged (e.g. Saitek R440, among others)
  • Fixed noisy/hi-res axes in one controller shadowing the rest of controllers even when deadzone was correctly set
  • Re-enabled Logitech G27 steering wheel LEDs

User interface:
  • Speed improvements for vehicle selector
  • Fixed wrong app names in edit mode
  • Improved vehicle selector ordering
  • Bug fix in environment when no time information is available
  • Added tooltips to control bindings; updated style
  • Doubleclick in vehicleselector works again
  • Fixed too big tiles on big or triple screens
  • Fixed a cursor bug on leaving the UI editor with ESC
  • Fixed "empty grey button" in controls assignment menu, happened when certain Windows Drivers took a bit longer to load after plugging a new controller
  • Fixed inability to create new bindings when a controller had no previous bindings
  • Selections are highlighted again

Bugfixes
  • Fixed errors when internal cameras section is empty
  • Improved mods loading speed during startup
  • Fixed out-of-bounds memory access in locale file parsing
  • Fixed launcher crash when game path contains unicode characters
  • We precompile all .dae files now prior shipping resulting in faster loading speeds
  • Fixed engine sounds: Engine sounds are using now the throttle of engine and not the throttle pedal's state
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
...