Lots of bugfixes and tweaks for the last release :)
Physics
Fixed scenery static collisions randomly being ignored
Fixed physics core performance regression
Audio
Fixed sound mods being overwritten by new engine sounds (If you have a sound mod installed, you will now lose our new sounds until the mod is deactivated/removed)
Made crash sounds less loud
Made the starter sounds slightly louder
Fixed non existing engine sounds in reverse rotation
Moved audio blend files out of the protected zip for better mod support
Fixed crash when no audio output device is used
Added fallback when the audio device from settings are missing
Fixed reverb not applying in the middle of tunnels
Reduced very low frequencies for most vehicles, especially the t-series
Powertrain
Tuned automatics to shift at lower RPMs when cruising
Tweaked the aggression calculation for transmissions
Added configurable torque loss during shifts for automatic transmissions
Shift times slightly decreased for manual transmissions, reduced gear spacing effect on shift times, increased shift times with low aggression
Adjusted gear damage warnings to better inform the user about how to avoid them
Fixed DCT giving unwanted throttle response on unpredicted upshifts
Increased engine braking torque
Fixed electric motor not working with mods
Starter motor no longer works when the engine is hydrolocked
Vehicles
Fixed Piano throwing errors when removing the lid part
Reduced brake torque of 90s Pessima for easier brake modulation
Fixed steering breaking on D and H Series solid front axle with maximum track width
Fixed Hirochi 19x8 and 19x11 wheel/tire offset issues
Fixed H-Series I6 engine not having a fuel tank assigned
Lots of bugfixes and tweaks for the last release :)
Physics
Fixed scenery static collisions randomly being ignored
Fixed physics core performance regression
Audio
Fixed sound mods being overwritten by new engine sounds (If you have a sound mod installed, you will now lose our new sounds until the mod is deactivated/removed)
Made crash sounds less loud
Made the starter sounds slightly louder
Fixed non existing engine sounds in reverse rotation
Moved audio blend files out of the protected zip for better mod support
Fixed crash when no audio output device is used
Added fallback when the audio device from settings are missing
Fixed reverb not applying in the middle of tunnels
Reduced very low frequencies for most vehicles, especially the t-series
Powertrain
Tuned automatics to shift at lower RPMs when cruising
Tweaked the aggression calculation for transmissions
Added configurable torque loss during shifts for automatic transmissions
Shift times slightly decreased for manual transmissions, reduced gear spacing effect on shift times, increased shift times with low aggression
Adjusted gear damage warnings to better inform the user about how to avoid them
Fixed DCT giving unwanted throttle response on unpredicted upshifts
Increased engine braking torque
Fixed electric motor not working with mods
Starter motor no longer works when the engine is hydrolocked
Vehicles
Fixed Piano throwing errors when removing the lid part
Reduced brake torque of 90s Pessima for easier brake modulation
Fixed steering breaking on D and H Series solid front axle with maximum track width
Fixed Hirochi 19x8 and 19x11 wheel/tire offset issues
Fixed H-Series I6 engine not having a fuel tank assigned
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.
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.