BeamNG.drive - stenyak


Hello everyone!

We want to keep you guys on the loop about BeamNG.drive development. We realize we are often so focused on the game development itself that we forget to keep you updated as much as we would like.

After reading your feedback, we have decided to put some extra effort to improve on that front.

We are starting a series of DevBlog posts, containing sneak peeks into what some of the BeamNG team members have been working on since the last update. Our aim is to post somewhat regularly, and more frequently than game updates.

Click the following link to read it:



FAQ shortcuts:
Multiplayer?
More cars?
Consoles & Mac?
Splitscreen?
BeamNG.drive - stenyak


Hello everyone!

We want to keep you guys on the loop about BeamNG.drive development. We realize we are often so focused on the game development itself that we forget to keep you updated as much as we would like.

After reading your feedback, we have decided to put some extra effort to improve on that front.

We are starting a series of DevBlog posts, containing sneak peeks into what some of the BeamNG team members have been working on since the last update. Our aim is to post somewhat regularly, and more frequently than game updates.

Click the following link to read it:



FAQ shortcuts:
Multiplayer?
More cars?
Consoles & Mac?
Splitscreen?
BeamNG.drive - BeamNG


Bugfixes
  • Fixed missing comics in campaigns
  • Fixed crash report tool
  • Fixed some scenarios taking too long before showing the end screen
  • Fixed F7 not automatically switching to vehicle camera
  • Fixed numerous level editor keys not working, they now take precedence over regular bindings
  • Fixed consecutive Ctrl+Q keypresses registering as regular Q presses
  • Fixed a few fuel tank issues
  • Fixed Intersection2 scenario
  • Fixed log spamming warnings when rotating camera in the editor
  • Fixed going into Freeroam from scenarios and campaigns
  • Running BeamNG with -level arguments won't trigger a level reload during replay playback (path check is case insensitive now)
  • Fixed Airfield showdown scenario

Content
  • Added Sunburst "Off-Road" configuration, based on the previous "Port Shakedown" scenario configuration

  • Added Fuel Volume to the Tuning Menu for all cars. One can now change fuel level to affect weight, balance, and range of the vehicle
  • Added 215/70R15 All-Terrain tire for low offset 15x8 wheels
  • Added 205/55R15 Rally tire for 4 lug 14x8 wheels
  • Added more grip to Race tires to act more as true racing slicks than street legal tires
  • Added more suspension damping to the Hopper
  • Finished adding noncolliding tris to all cars underbodies, less chance of getting stuck when driving over other cars now
  • Converted large all-terrain tires to 20 ray structure for smoother crawling (for 17x9 wheels only)
  • "Off-Road" tires renamed to "All-Terrain" tires to better refer to the tread type
  • Increased COG height of D-Series, Roamer, H-Series to be closer to real life comparables
  • Reduced COG height of Miramar
  • Increased steering rate upper limit of steering hydros for a small improvement in ffb stability and feeling
  • Cleaned up unnecessary "beamLimitSpring" and "beamLimitDamp" values in vehicle .jbeam files, they don't apply to support beam type
  • Changed trailer "Landing Gear" part selector names to "Trailer Legs"
  • Minor visual tweaks to Replay app
  • Slightly faster level switching during replay

Misc
  • Added replay seeking bindings (keyboard arrow keys by default)
  • Added ability to change camera speed with alt + mouse scroll wheel

Instructions on how to update the game here.
Bug reporting/Help Thread here.
BeamNG.drive - BeamNG


Bugfixes
  • Fixed missing comics in campaigns
  • Fixed crash report tool
  • Fixed some scenarios taking too long before showing the end screen
  • Fixed F7 not automatically switching to vehicle camera
  • Fixed numerous level editor keys not working, they now take precedence over regular bindings
  • Fixed consecutive Ctrl+Q keypresses registering as regular Q presses
  • Fixed a few fuel tank issues
  • Fixed Intersection2 scenario
  • Fixed log spamming warnings when rotating camera in the editor
  • Fixed going into Freeroam from scenarios and campaigns
  • Running BeamNG with -level arguments won't trigger a level reload during replay playback (path check is case insensitive now)
  • Fixed Airfield showdown scenario

Content
  • Added Sunburst "Off-Road" configuration, based on the previous "Port Shakedown" scenario configuration

  • Added Fuel Volume to the Tuning Menu for all cars. One can now change fuel level to affect weight, balance, and range of the vehicle
  • Added 215/70R15 All-Terrain tire for low offset 15x8 wheels
  • Added 205/55R15 Rally tire for 4 lug 14x8 wheels
  • Added more grip to Race tires to act more as true racing slicks than street legal tires
  • Added more suspension damping to the Hopper
  • Finished adding noncolliding tris to all cars underbodies, less chance of getting stuck when driving over other cars now
  • Converted large all-terrain tires to 20 ray structure for smoother crawling (for 17x9 wheels only)
  • "Off-Road" tires renamed to "All-Terrain" tires to better refer to the tread type
  • Increased COG height of D-Series, Roamer, H-Series to be closer to real life comparables
  • Reduced COG height of Miramar
  • Increased steering rate upper limit of steering hydros for a small improvement in ffb stability and feeling
  • Cleaned up unnecessary "beamLimitSpring" and "beamLimitDamp" values in vehicle .jbeam files, they don't apply to support beam type
  • Changed trailer "Landing Gear" part selector names to "Trailer Legs"
  • Minor visual tweaks to Replay app
  • Slightly faster level switching during replay

Misc
  • Added replay seeking bindings (keyboard arrow keys by default)
  • Added ability to change camera speed with alt + mouse scroll wheel

Instructions on how to update the game here.
Bug reporting/Help Thread here.
BeamNG.drive - BeamNG


0.9.0.4
Content
  • Camo skin is now colourable. Added to Hopper and Roamer as well

  • Added spawnpoints to 'ETK Driver Experience Center' level
  • Added 15x9 version of Ibishu Trekker wheels

Bugfixes
  • Adjusted offset of 6-lug wheels and pickup/van/roamer track width (your custom configs with 6-lug wheels will need their track width widened by 0.02m if it's saved in the .pc)
  • Fixed loading quickrace prefabs
  • Fixed props not being disabled when beams break/deform
  • Fixed moving/resetting vehicle while paused
  • Fixed Kickplate prop, now works properly and has an adjustable power setting
  • Added performance data to missing configurations (Hopper, Semi, Van)
  • Fixed BOV doing weird things with low inertia engines at redline
  • Adjusted ETK Gauges fuel display when the engine is turned off
  • Added noncolliding tris to Bolide, Sunburst, SBR4, Semi, tow hitches
  • Bolide fuel tank loose node fix
  • Added lockable hubs to Hopper
  • Tweaks to "Kickplate" and "Slippery" ground models


0.9.0.3
Bugfixes
  • Fixed Hopper duplicate brake slots
  • Fixed crash when a new quickrace is started while in an active quickrace
  • Fix D15 roof rack lights, some triangle issues, flexbody problem with 3-link suspension
  • Improve rigidity of bash bars
  • Rollover sled jbeam improvements
  • Fix G-meter instability on semi

Instructions on how to update the game here.
Bug reporting/Help Thread here.
BeamNG.drive - BeamNG


0.9.0.4
Content
  • Camo skin is now colourable. Added to Hopper and Roamer as well

  • Added spawnpoints to 'ETK Driver Experience Center' level
  • Added 15x9 version of Ibishu Trekker wheels

Bugfixes
  • Adjusted offset of 6-lug wheels and pickup/van/roamer track width (your custom configs with 6-lug wheels will need their track width widened by 0.02m if it's saved in the .pc)
  • Fixed loading quickrace prefabs
  • Fixed props not being disabled when beams break/deform
  • Fixed moving/resetting vehicle while paused
  • Fixed Kickplate prop, now works properly and has an adjustable power setting
  • Added performance data to missing configurations (Hopper, Semi, Van)
  • Fixed BOV doing weird things with low inertia engines at redline
  • Adjusted ETK Gauges fuel display when the engine is turned off
  • Added noncolliding tris to Bolide, Sunburst, SBR4, Semi, tow hitches
  • Bolide fuel tank loose node fix
  • Added lockable hubs to Hopper
  • Tweaks to "Kickplate" and "Slippery" ground models


0.9.0.3
Bugfixes
  • Fixed Hopper duplicate brake slots
  • Fixed crash when a new quickrace is started while in an active quickrace
  • Fix D15 roof rack lights, some triangle issues, flexbody problem with 3-link suspension
  • Improve rigidity of bash bars
  • Rollover sled jbeam improvements
  • Fix G-meter instability on semi

Instructions on how to update the game here.
Bug reporting/Help Thread here.
BeamNG.drive - Souga


Vehicles
  • Hopper: added Dune Edition, added Sport Special, added more spare wheel and tire options, added optional 6-lug swap (brake meshes WIP), added new wheels for ZXT6, added colorable soft top, added high performance radiator (still many more mod parts to come), tuned off-road dampers, weakened mirror attachment, fixed instability around b-pillar area, made front roll bar breakable (windshield can now detach), added more steering damping for off-road steering, lowered tire pressure on Off-Road and Custom variants



  • D-Series/H-Series/Roamer: Fixed some missing triangles on lightbars, improved van roof rack jbeam, improved flexbody mapping of 3-link rear coilovers, added H25 Vandal off-road van variant, added snorkel to Off-Road configuration


  • Added non-collidable triangles to parts on D-Series, H-Series, and Hopper to help anti-clipping collision system
  • Ball: Updated Jbeam, added adjustable pressure
  • Fixed Alder Dragger 15x7 wheel clipping into some cars
  • Strengthened/cleaned up some fuel tanks
  • T-Series: Fixed flat bed instability on T75 frame, fixed rear wheels vibrating at rest, improved ram plow, added T65 Ram Plow config, added T600 turbocharger (600 hp)
  • Added torque reaction nodes to car's undriven wheels
  • Changed trailers' bindings from "Landing Gear" to "Trailer Legs" or "Trailer Jack"
  • Fixed material conflict with TireStack prop
  • Cleaned up a lot of duplicated vehicle specific lua code (beacons, trailer feet, ...)
  • Fixed rollover sled, now has an adjustable tilt angle
  • Improved turbo pressure reading while idling
  • Added multi-breakGroup and multi-deformGroup support

General Bugfixes
  • Fixed language problems: should be a lot more stable and usable now
  • Application manifest was missing, resulting the game running in windows 8.1 compatibility mode. Nothing serious, the performance screen just reported an incorrect windows version.
  • Fixed launcher hashing log files, resulting in always missing files.
  • Fixed SimplePowertrainControll app tooltip from staying when changing vehicle.
  • Adjusted ETK digital temperature gauge display.
  • Fixed some bugs in node grabber
  • Fixed bug where gameplay modules were still loaded when the user returned to the main menu
  • Fixed bug where starting a new freeroam while one was active caused an invalid access
  • Fixed bug where starting a new scenario while one was active caused an invalid access

Physics
  • Fixed density calculations of atmosphere at altitude
  • Temperature in space is now equal to 2.73 Kelvin
  • Pressure groups deflate now when any beam on their surface breaks

Terrains
  • Gridmap: added some more rock objects and a new rock crawling area


  • Miscellaneous minor tweaks (such as a texture issue on a road in Hirochi Raceway)

Instructions on how to update the game here.
Bug reporting/Help Thread here.
BeamNG.drive - Souga


Vehicles
  • Hopper: added Dune Edition, added Sport Special, added more spare wheel and tire options, added optional 6-lug swap (brake meshes WIP), added new wheels for ZXT6, added colorable soft top, added high performance radiator (still many more mod parts to come), tuned off-road dampers, weakened mirror attachment, fixed instability around b-pillar area, made front roll bar breakable (windshield can now detach), added more steering damping for off-road steering, lowered tire pressure on Off-Road and Custom variants



  • D-Series/H-Series/Roamer: Fixed some missing triangles on lightbars, improved van roof rack jbeam, improved flexbody mapping of 3-link rear coilovers, added H25 Vandal off-road van variant, added snorkel to Off-Road configuration


  • Added non-collidable triangles to parts on D-Series, H-Series, and Hopper to help anti-clipping collision system
  • Ball: Updated Jbeam, added adjustable pressure
  • Fixed Alder Dragger 15x7 wheel clipping into some cars
  • Strengthened/cleaned up some fuel tanks
  • T-Series: Fixed flat bed instability on T75 frame, fixed rear wheels vibrating at rest, improved ram plow, added T65 Ram Plow config, added T600 turbocharger (600 hp)
  • Added torque reaction nodes to car's undriven wheels
  • Changed trailers' bindings from "Landing Gear" to "Trailer Legs" or "Trailer Jack"
  • Fixed material conflict with TireStack prop
  • Cleaned up a lot of duplicated vehicle specific lua code (beacons, trailer feet, ...)
  • Fixed rollover sled, now has an adjustable tilt angle
  • Improved turbo pressure reading while idling
  • Added multi-breakGroup and multi-deformGroup support

General Bugfixes
  • Fixed language problems: should be a lot more stable and usable now
  • Application manifest was missing, resulting the game running in windows 8.1 compatibility mode. Nothing serious, the performance screen just reported an incorrect windows version.
  • Fixed launcher hashing log files, resulting in always missing files.
  • Fixed SimplePowertrainControll app tooltip from staying when changing vehicle.
  • Adjusted ETK digital temperature gauge display.
  • Fixed some bugs in node grabber
  • Fixed bug where gameplay modules were still loaded when the user returned to the main menu
  • Fixed bug where starting a new freeroam while one was active caused an invalid access
  • Fixed bug where starting a new scenario while one was active caused an invalid access

Physics
  • Fixed density calculations of atmosphere at altitude
  • Temperature in space is now equal to 2.73 Kelvin
  • Pressure groups deflate now when any beam on their surface breaks

Terrains
  • Gridmap: added some more rock objects and a new rock crawling area


  • Miscellaneous minor tweaks (such as a texture issue on a road in Hirochi Raceway)

Instructions on how to update the game here.
Bug reporting/Help Thread here.
BeamNG.drive - BeamNG


Hope you like the artwork :)
BeamNG.drive - BeamNG


Hope you like the artwork :)
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