BeamNG.drive - BeamNG
2nd Hotfix for version 0.7 released. The first hotfix was crashing when running the game on the 'Low' quality settings.
BeamNG.drive - BeamNG
2nd Hotfix for version 0.7 released. The first hotfix was crashing when running the game on the 'Low' quality settings.
BeamNG.drive - BeamNG


Hotfixes for the big update from some days ago :)

Bugfixes
  • Fixed render issues on DirectX10 GPUs
  • Fixed empty Freeroam menu when maps with multiple .mis files were installed
  • Improved orbit of orbit cam
  • Reduced jittering of orbit cam
  • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
  • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
  • Fixed rare crash related to certain keyboard events
  • Fixed Return key not working for ingame console while menus are shown on screen
  • Fixed missing translations in DCT and 8AT transmissions
  • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
  • Fixed Messages UI app not correctly updating the text of a category in some cases
  • Reducing stuttering caused by update UI to GPU
  • Added "Pause" action to the scenario's blacklisting
  • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
  • Fixed enabling and disabling statistics tracking
  • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
  • Added easier backwards compatibility for the "old" node offset functionality
  • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
  • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.

Terrains
  • Derby: Fixed decalroad issue
  • ECA: fixed lod of town base being too dark
  • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
  • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
  • Chapter 1 Wall Jump: Fixed distance tracking and scoring
  • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
  • ETK test centre: Fixed splash particles not spawning on slippery surface

Vehicles
  • Strengthened most tires by 10-20% to reduce popping when bumping curbs
  • Fix Semi cab to frame mounts breaking too easily
  • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
  • Added proper ETK800 Driving Experience config
  • Added "Wood" Groundmodel to Suspension Bridge to eliminate sparks
  • Fix Semi driveshafts not breaking
  • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
  • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config

Version 0.7 changelog in our blog: http://blog.beamng.com/alpha-version-0-7-released/
BeamNG.drive - BeamNG


Hotfixes for the big update from some days ago :)

Bugfixes
  • Fixed render issues on DirectX10 GPUs
  • Fixed empty Freeroam menu when maps with multiple .mis files were installed
  • Improved orbit of orbit cam
  • Reduced jittering of orbit cam
  • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
  • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
  • Fixed rare crash related to certain keyboard events
  • Fixed Return key not working for ingame console while menus are shown on screen
  • Fixed missing translations in DCT and 8AT transmissions
  • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
  • Fixed Messages UI app not correctly updating the text of a category in some cases
  • Reducing stuttering caused by update UI to GPU
  • Added "Pause" action to the scenario's blacklisting
  • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
  • Fixed enabling and disabling statistics tracking
  • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
  • Added easier backwards compatibility for the "old" node offset functionality
  • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
  • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.

Terrains
  • Derby: Fixed decalroad issue
  • ECA: fixed lod of town base being too dark
  • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
  • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
  • Chapter 1 Wall Jump: Fixed distance tracking and scoring
  • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
  • ETK test centre: Fixed splash particles not spawning on slippery surface

Vehicles
  • Strengthened most tires by 10-20% to reduce popping when bumping curbs
  • Fix Semi cab to frame mounts breaking too easily
  • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
  • Added proper ETK800 Driving Experience config
  • Added "Wood" Groundmodel to Suspension Bridge to eliminate sparks
  • Fix Semi driveshafts not breaking
  • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
  • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config

Version 0.7 changelog in our blog: http://blog.beamng.com/alpha-version-0-7-released/
BeamNG.drive - BeamNG


Highlights


Full changelog (with lots more media) in our blog: http://blog.beamng.com/alpha-version-0-7-released/
(it's too big to put here completely)
BeamNG.drive - BeamNG


Highlights


Full changelog (with lots more media) in our blog: http://blog.beamng.com/alpha-version-0-7-released/
(it's too big to put here completely)
Jul 29, 2016
BeamNG.drive - BeamNG


Lots of fixes and some new content as well :)

  • Added wood planks prop:

  • Miramar: added 3 skins:

  • Barstow: Added wheelie bar, minor jbeam improvements

  • ETKI: Added "Dreid" skin, added oil cooler, fixed rally struts causing physics crash, raised tow hitch to clear dual exhaust, minor texture/UV fixes


  • SBR4: Fixed front brake mesh stretching when turning, increased suspension damping, added hill climb variant


  • Replay System: Fixed replay spikes in the most common cases (not all of them)
  • Added functionality to set and control (as fix speed or as a limit) the speed of the entire route planned by the AI
  • Added Downhill Rally scenario:

  • UI App editor no longer requires "advanced mode"
  • Fixed a random crash when the game or computer is inactive for some time or when OS open some app/windows
  • Fixed "auto place" of vehicles spawning on places other than the desired position

Full changelog (with lots more media) in our blog: http://blog.beamng.com/version-0-6-1-released/
(it's too big to put here completely)
Jul 29, 2016
BeamNG.drive - BeamNG


Lots of fixes and some new content as well :)

  • Added wood planks prop:

  • Miramar: added 3 skins:

  • Barstow: Added wheelie bar, minor jbeam improvements

  • ETKI: Added "Dreid" skin, added oil cooler, fixed rally struts causing physics crash, raised tow hitch to clear dual exhaust, minor texture/UV fixes


  • SBR4: Fixed front brake mesh stretching when turning, increased suspension damping, added hill climb variant


  • Replay System: Fixed replay spikes in the most common cases (not all of them)
  • Added functionality to set and control (as fix speed or as a limit) the speed of the entire route planned by the AI
  • Added Downhill Rally scenario:

  • UI App editor no longer requires "advanced mode"
  • Fixed a random crash when the game or computer is inactive for some time or when OS open some app/windows
  • Fixed "auto place" of vehicles spawning on places other than the desired position

Full changelog (with lots more media) in our blog: http://blog.beamng.com/version-0-6-1-released/
(it's too big to put here completely)
Jul 22, 2016
BeamNG.drive - BeamNG


Highlights

Full changelog (with lots more media) in our blog: http://blog.beamng.com/version-0-6-released/
(it's too big to put here completely)
Jul 22, 2016
BeamNG.drive - BeamNG


Highlights

Full changelog (with lots more media) in our blog: http://blog.beamng.com/version-0-6-released/
(it's too big to put here completely)
...