BeamNG.drive - BeamNG


Containing lots of bugfixes for the last update :)

General Bugfixes / Misc
  • Greatly improved static collision performance in certain areas
  • Added warning to Controls > Hardware menu when G25, G27 or DFGT steering wheels drivers are not properly installed
  • Fixed incorrect time measurement reports during WMI devices detection
  • Fixed thermals behavior with greatly overheated coolant while the rest was still fairly cold
  • Coolant temperature now is being displayed as increasing even without a radiator
  • Tweaked ramp positions on "Big Air Vanster" scenario to make it playable again
  • Exposed thermal damage values to other parts of vehicle lua (including vehicle lua extensions)
  • Tweaked oil heating logic to heat up faster under high revs
  • Lowered threshold for heavy particulate emission
  • Fixed radiator fan potentially not turning off again
  • Fixed "Press TAB" message also appearing when replacing the current vehicle
  • Removed ability to modify game speed in scenarios (was affecting the scores in some of them)
  • Added lots of tooltips in the Controls menu, to help users set up their devices more easily

Vehicles
  • Sunburst: fixed strut bar flexbody, improved trunk stability
  • 200BX: fixed wrong lettering on base model, accurized tachometer
  • Covet: fixed exhaust/rear bumper hitting each other and bending, fixed tachometer
  • '88 Pessima: fixed steering limit, drift steering should work properly now, fixed carbon fiber hood being just called "hood", improved trunk stability, fixed tachometer
  • '98 Pessima: fixed gas pedal clipping into floor, fixed speedometer limit
  • Grand Marshal: fixed gas pedal clipping into floor
  • T-Series: fixed hood not detaching properly, fixed Long Haul not having a sleeper cab
  • Roamer: deformation tweaks, strengthened radiator
  • Pigeon: fixed 600 thermals not working
  • ETK 800: stronger door latches
  • Burnside: fixed steering wheel position
  • D-Series: strengthened radiator
  • H-Series: frame strength/stiffness/weight tweaks, stiffened rear of van body/rear door opening, strengthened radiator
  • Fixed heavy duty steel wheels being unstable, moved the heavy duty hub spacers out of vehicles' brake parts and into the wheel itself
  • Set position to 0 on flexbodies of some vehicles' parts so they work properly with nodeOffset (pos must be set to 0 in order to be changed by nodeOffset)
  • Lowered fan temperature from 105 to 100
  • GPS device now having a black screen until we make it work properly

Terrains
  • Fixed some missing material errors on port
  • Fixes for JRI: bridge performance, bridge lip above ground, fixed tunnel missing tris
  • Fixes for ECA: Improved FPS, trash of death, missing collision, AI issues in town, fixed missing waypoint in town

BeamNG.drive - BeamNG


Containing lots of bugfixes for the last update :)

General Bugfixes / Misc
  • Greatly improved static collision performance in certain areas
  • Added warning to Controls > Hardware menu when G25, G27 or DFGT steering wheels drivers are not properly installed
  • Fixed incorrect time measurement reports during WMI devices detection
  • Fixed thermals behavior with greatly overheated coolant while the rest was still fairly cold
  • Coolant temperature now is being displayed as increasing even without a radiator
  • Tweaked ramp positions on "Big Air Vanster" scenario to make it playable again
  • Exposed thermal damage values to other parts of vehicle lua (including vehicle lua extensions)
  • Tweaked oil heating logic to heat up faster under high revs
  • Lowered threshold for heavy particulate emission
  • Fixed radiator fan potentially not turning off again
  • Fixed "Press TAB" message also appearing when replacing the current vehicle
  • Removed ability to modify game speed in scenarios (was affecting the scores in some of them)
  • Added lots of tooltips in the Controls menu, to help users set up their devices more easily

Vehicles
  • Sunburst: fixed strut bar flexbody, improved trunk stability
  • 200BX: fixed wrong lettering on base model, accurized tachometer
  • Covet: fixed exhaust/rear bumper hitting each other and bending, fixed tachometer
  • '88 Pessima: fixed steering limit, drift steering should work properly now, fixed carbon fiber hood being just called "hood", improved trunk stability, fixed tachometer
  • '98 Pessima: fixed gas pedal clipping into floor, fixed speedometer limit
  • Grand Marshal: fixed gas pedal clipping into floor
  • T-Series: fixed hood not detaching properly, fixed Long Haul not having a sleeper cab
  • Roamer: deformation tweaks, strengthened radiator
  • Pigeon: fixed 600 thermals not working
  • ETK 800: stronger door latches
  • Burnside: fixed steering wheel position
  • D-Series: strengthened radiator
  • H-Series: frame strength/stiffness/weight tweaks, stiffened rear of van body/rear door opening, strengthened radiator
  • Fixed heavy duty steel wheels being unstable, moved the heavy duty hub spacers out of vehicles' brake parts and into the wheel itself
  • Set position to 0 on flexbodies of some vehicles' parts so they work properly with nodeOffset (pos must be set to 0 in order to be changed by nodeOffset)
  • Lowered fan temperature from 105 to 100
  • GPS device now having a black screen until we make it work properly

Terrains
  • Fixed some missing material errors on port
  • Fixes for JRI: bridge performance, bridge lip above ground, fixed tunnel missing tris
  • Fixes for ECA: Improved FPS, trash of death, missing collision, AI issues in town, fixed missing waypoint in town

Mar 11, 2016
BeamNG.drive - tfischer


Highlights
  • Implemented engine thermal simulation
    https://www.youtube.com/watch?v=jte6Pj2SC3c
  • Vehicle Rotation: Preserves Rotation on reload / (camera in recovery is still buggy, to be fixed in the next updates)
  • Ground models for 3D meshes and improved Static collision

Full changelog (with lots more media) in our blog: http://blog.beamng.com/version-0-5-3-released/ (it's too big to put here completely)
Mar 11, 2016
BeamNG.drive - tfischer


Highlights
  • Implemented engine thermal simulation
    https://www.youtube.com/watch?v=jte6Pj2SC3c
  • Vehicle Rotation: Preserves Rotation on reload / (camera in recovery is still buggy, to be fixed in the next updates)
  • Ground models for 3D meshes and improved Static collision

Full changelog (with lots more media) in our blog: http://blog.beamng.com/version-0-5-3-released/ (it's too big to put here completely)
BeamNG.drive - BeamNG


First hotfix release for the 0.5.2 update is out

Bugfixes
  • Fixed ModManager not activating mods on fly - you had to restart the game. Works without restart now
  • User Interface: Fixed the default image not showing in app and levelselector if there is no preview image
  • Automatically hide nodegrabbing stuff (along with mouse cursor) after some mouse inactivity, to allow taking screenshots
  • Possible fix for force feedback not working on the following devices: SimXperience AccuForce, LUFA Joystick, Logitech WingMan Formula Force GP
  • AI: Minor bugfixes, Better police patrol flee logic
  • Cruise control app not failing with multiple cars
  • User Interface: New thumbnails for apps + minor fixes
  • Fixed vehicles lurching back when braking in "Real automatic"
Content
  • Fixed old 195/65R15 sport tire exploding on spawn when combined with new wheels
  • Much weaker beacon attachment for some vehicles
  • ETK800: fixed exhaust problems
More in our blog: http://blog.beamng.com/version-0-5-2-1-released/
BeamNG.drive - BeamNG


First hotfix release for the 0.5.2 update is out

Bugfixes
  • Fixed ModManager not activating mods on fly - you had to restart the game. Works without restart now
  • User Interface: Fixed the default image not showing in app and levelselector if there is no preview image
  • Automatically hide nodegrabbing stuff (along with mouse cursor) after some mouse inactivity, to allow taking screenshots
  • Possible fix for force feedback not working on the following devices: SimXperience AccuForce, LUFA Joystick, Logitech WingMan Formula Force GP
  • AI: Minor bugfixes, Better police patrol flee logic
  • Cruise control app not failing with multiple cars
  • User Interface: New thumbnails for apps + minor fixes
  • Fixed vehicles lurching back when braking in "Real automatic"
Content
  • Fixed old 195/65R15 sport tire exploding on spawn when combined with new wheels
  • Much weaker beacon attachment for some vehicles
  • ETK800: fixed exhaust problems
More in our blog: http://blog.beamng.com/version-0-5-2-1-released/
BeamNG.drive - BeamNG


Highlights

The changelog is too big for a steam news entry, so full changelog in our blog: http://blog.beamng.com/version-0-5-2-released/
BeamNG.drive - BeamNG


Highlights

The changelog is too big for a steam news entry, so full changelog in our blog: http://blog.beamng.com/version-0-5-2-released/
BeamNG.drive - contact@rockpapershotgun.com (Graham Smith)

I like careful, reflective journeys in as much as Alec does, but my other great vehicular passion is tossing cars down mountains and slamming them into brick walls. There’s no greater game for that than BeamNG.drive [official site], which although still in alpha has the best physics and damage model of any driving game I’ve ever played. To prove the point, YouTube channel DragCarTV recreated common crash testing scenarios in the game and then put the footage side by side with real crashes to see how they matched up.

… [visit site to read more]

Jan 29, 2016
BeamNG.drive - BeamNG
...