BeamNG.drive - stenyak


Another Development Sneak Peek is here!

You can read a bit about how development is progressing, and see what we've been working on lately.

The post is larger than we can post here, so please click the following link to read it:



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


Another Development Sneak Peek is here!

You can read a bit about how development is progressing, and see what we've been working on lately.

The post is larger than we can post here, so please click the following link to read it:



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


Hello BeamNG.drive fans!

We’re still trying to keep you folks in the loop about BeamNG.drive development so here’s our second Sneak Peak in the series.

Hope you all enjoy it!


The post is larger than we can post here, so please click the following link to read it:



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


Hello BeamNG.drive fans!

We’re still trying to keep you folks in the loop about BeamNG.drive development so here’s our second Sneak Peak in the series.

Hope you all enjoy it!


The post is larger than we can post here, so please click the following link to read it:



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


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
  • Adjusted wrongly labeled H15 Offroad configuration
  • Fixed H15 Drift Missile configuration showing wrong transmission type
  • Fixed a small issue in the Sunburst Offroad configuration files
  • Fixed 'Small Trailer' materials
  • Fixed ETK Kc4t missing exhaust

Terrains
  • East Coast USA: Fixed some roads, made them smoother and less jagged
  • Hirochi Raceway: Adjusted some decals
  • Fixed missing file in 'Template Map'

User Interface
  • Fixed "Update translations" button - translations work properly again
  • Fixed thumbnail app using incorrect distance when using advanced settings
  • Fixed bug where SimplePowertrainControl app would change size when going into options menu
  • Made level selector show which spawnpoint has been selected
  • Made level selector show a description for the selected level
  • 'Showroom' map is now hidden from level selector (still accessible via Thumbnail Generator app)
  • SimplePowertrainControl now has support for toggleable limited slip differentials
  • "Open Replay Folder" button will now create the folder if one does not exist
  • EngineDynamometer app now uses correct torque unit.
  • Steam photos taken in Photo Mode will no longer show UI in the screenshot
  • Fixed typo in Thumbnail Generator UI app
  • Fixed typo in integrated GPU detection warning
  • Added buttons to open folder of mods and replay
  • Added several missing translations in Options menu
  • Added informational note about Camera switching order not being visible from the main menu
  • Fixed image slider used in all kinds of selectors triggering too fast

AI
  • Improved AI speed planning. Fixes drag race behavior.

Misc
  • Added backward compatibility for extensions.use('ext').doSomething()
  • Fixed update translations button
  • External camera is now enabled by default (note that disabled cameras are usable via keys 1-9; open Options > Camera for more information)
  • Fixed issue in virtual filesystem when no mods are installed
  • Fixed not-yet-implemented binding resetting the screen to black
BeamNG.drive - BeamNG


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
  • Adjusted wrongly labeled H15 Offroad configuration
  • Fixed H15 Drift Missile configuration showing wrong transmission type
  • Fixed a small issue in the Sunburst Offroad configuration files
  • Fixed 'Small Trailer' materials
  • Fixed ETK Kc4t missing exhaust

Terrains
  • East Coast USA: Fixed some roads, made them smoother and less jagged
  • Hirochi Raceway: Adjusted some decals
  • Fixed missing file in 'Template Map'

User Interface
  • Fixed "Update translations" button - translations work properly again
  • Fixed thumbnail app using incorrect distance when using advanced settings
  • Fixed bug where SimplePowertrainControl app would change size when going into options menu
  • Made level selector show which spawnpoint has been selected
  • Made level selector show a description for the selected level
  • 'Showroom' map is now hidden from level selector (still accessible via Thumbnail Generator app)
  • SimplePowertrainControl now has support for toggleable limited slip differentials
  • "Open Replay Folder" button will now create the folder if one does not exist
  • EngineDynamometer app now uses correct torque unit.
  • Steam photos taken in Photo Mode will no longer show UI in the screenshot
  • Fixed typo in Thumbnail Generator UI app
  • Fixed typo in integrated GPU detection warning
  • Added buttons to open folder of mods and replay
  • Added several missing translations in Options menu
  • Added informational note about Camera switching order not being visible from the main menu
  • Fixed image slider used in all kinds of selectors triggering too fast

AI
  • Improved AI speed planning. Fixes drag race behavior.

Misc
  • Added backward compatibility for extensions.use('ext').doSomething()
  • Fixed update translations button
  • External camera is now enabled by default (note that disabled cameras are usable via keys 1-9; open Options > Camera for more information)
  • Fixed issue in virtual filesystem when no mods are installed
  • Fixed not-yet-implemented binding resetting the screen to black
BeamNG.drive - BeamNG


Our first update that focuses on audio! :)

Highlights

Full changelog (with lots more media) in our blog: https://blog.beamng.com/sounds-like-version-0-10-is-out/
(it's too big to put here completely)
BeamNG.drive - BeamNG


Our first update that focuses on audio! :)

Highlights

Full changelog (with lots more media) in our blog: https://blog.beamng.com/sounds-like-version-0-10-is-out/
(it's too big to put here completely)
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?
...