BeamNG.drive - BeamNG


We fixed muffled engine sounds, tire smoke, crashes, the world editor, microstutters, the campaign and a lot of tiny things.

Thanks for the awesome feedback! it helped us a lot fixing the problems.

Fixes
  • Fixed problem with muffled engine sounds - thanks to JulianSauco for the video
  • Fixed an issue with tire smoke
  • Fixed A Rocky Start campaign: Delivery mission by fixing props not being able to activate triggers
  • Fixed editor opening time when lots of mods are installed
  • Removed buggy HDR option: always on now
  • Fixed physics benchmark - Banana!!
  • Fixed beacon not rotating with siren on
  • Fixed manual gearbox not resetting broken gears correctly
  • Fixed multiseat player tags being visible after disabling multiseat
  • Fixed shafts not connecting/disconnecting anymore after reset
  • Fixed reverb tails still audible when leaving tunnels
  • Fixed Lua garbage collector causing micro-lags
  • Fixed Bolide transmission breaking when exhaust fell off
  • Fixed Barstow rear suspension unstable with certain wheels
  • Fixed ETK-I rear suspension unstable

Misc
  • Added option to disable multiseat player tags
  • Updated semi performance data
  • Added line locks to stock drag configurations
  • Strengthened push bars/bull bars (had forgotten to add to 0.11 changelog)
  • Tweaked ETK-K handling for better turn-in
  • Improved or added intercooler weight to relevant turbo vehicles
BeamNG.drive - BeamNG


We fixed muffled engine sounds, tire smoke, crashes, the world editor, microstutters, the campaign and a lot of tiny things.

Thanks for the awesome feedback! it helped us a lot fixing the problems.

Fixes
  • Fixed problem with muffled engine sounds - thanks to JulianSauco for the video
  • Fixed an issue with tire smoke
  • Fixed A Rocky Start campaign: Delivery mission by fixing props not being able to activate triggers
  • Fixed editor opening time when lots of mods are installed
  • Removed buggy HDR option: always on now
  • Fixed physics benchmark - Banana!!
  • Fixed beacon not rotating with siren on
  • Fixed manual gearbox not resetting broken gears correctly
  • Fixed multiseat player tags being visible after disabling multiseat
  • Fixed shafts not connecting/disconnecting anymore after reset
  • Fixed reverb tails still audible when leaving tunnels
  • Fixed Lua garbage collector causing micro-lags
  • Fixed Bolide transmission breaking when exhaust fell off
  • Fixed Barstow rear suspension unstable with certain wheels
  • Fixed ETK-I rear suspension unstable

Misc
  • Added option to disable multiseat player tags
  • Updated semi performance data
  • Added line locks to stock drag configurations
  • Strengthened push bars/bull bars (had forgotten to add to 0.11 changelog)
  • Tweaked ETK-K handling for better turn-in
  • Improved or added intercooler weight to relevant turbo vehicles
BeamNG.drive - BeamNG


Worked the weekend to fix some problems for you :)

Fixes
  • Fixed broken turbo/vacuum sounds
  • Fixed memory corruption that prevented 32 bit Windows to work correctly
  • Fixed West Coast USA getting out of memory error on 32 bit Windows
  • Fixed mirrored skin on Ibishu Hopper right door
  • Fixed unmapped skin beneath the windshield wipers on Burside Special Chopped & Channeled body
  • Fixed flickering brake light with engine turned off
  • Fixed vehicles being in the wrong orientation after resetting a scenario
  • Removed old untested multiseat prototype scenario
  • Better default configuration for the Logitech G29 steering wheel
  • Excluded mod_info from levels and vehicles folder
  • Display player numbers on top of their vehicles when multiseat mode is enabled

  • Fixed force feedback Update Type option being ignored in direct drive steering wheels
  • Fixed sound issues with slow motion
  • Fixed sound related electric motor errors
  • Fixed GridMap and Utah spawnPoints
  • Fixed mod mount priorities
  • Fixed reduced/unstable friction between vehicles (fixes slippery trailer and similar issues)
  • Ignoring certain errors that some old mods throw, to allow them to load
  • Fixed orbit cam's dynamic FOV jumping when resetting the cam
  • Fixed advanced bindings being misleadingly greyed out, now all bindings share the same color
  • Adjusted maximum torque ratings of Van/Fullsize V8 and 1st gen Pessima 2.0 DOHC
  • Fixed DetailedDamageApp
  • SimpleDamageApp now stays visible if damage has occured
  • Fixed missing transbrake icon for radial menu
  • Fixed invisible quad exhaust, spoiler and diffuser on the Bolide 390GTR
  • Modern light bars added to the Grand Marshal
  • Concealed flashers and siren added to the Grand Marshal "Unmarked"
  • Gavril Grand Marshal: Added 'Belasco City Police Department' configuration

  • Tweaked drag tires and drag strip groundmodels
  • Added a user interface error message when download fails
  • Added "Subscribe" and "Open in game repo" Buttons
  • Fixed fatal vehicle lua exception in AI random mode
  • Fixed AI vehicle handling in scenario "Airfield Showdown" (jungle rock island drag race).

Known problems
  • Banana-bench does not work atm :/
BeamNG.drive - BeamNG


Worked the weekend to fix some problems for you :)

Fixes
  • Fixed broken turbo/vacuum sounds
  • Fixed memory corruption that prevented 32 bit Windows to work correctly
  • Fixed West Coast USA getting out of memory error on 32 bit Windows
  • Fixed mirrored skin on Ibishu Hopper right door
  • Fixed unmapped skin beneath the windshield wipers on Burside Special Chopped & Channeled body
  • Fixed flickering brake light with engine turned off
  • Fixed vehicles being in the wrong orientation after resetting a scenario
  • Removed old untested multiseat prototype scenario
  • Better default configuration for the Logitech G29 steering wheel
  • Excluded mod_info from levels and vehicles folder
  • Display player numbers on top of their vehicles when multiseat mode is enabled

  • Fixed force feedback Update Type option being ignored in direct drive steering wheels
  • Fixed sound issues with slow motion
  • Fixed sound related electric motor errors
  • Fixed GridMap and Utah spawnPoints
  • Fixed mod mount priorities
  • Fixed reduced/unstable friction between vehicles (fixes slippery trailer and similar issues)
  • Ignoring certain errors that some old mods throw, to allow them to load
  • Fixed orbit cam's dynamic FOV jumping when resetting the cam
  • Fixed advanced bindings being misleadingly greyed out, now all bindings share the same color
  • Adjusted maximum torque ratings of Van/Fullsize V8 and 1st gen Pessima 2.0 DOHC
  • Fixed DetailedDamageApp
  • SimpleDamageApp now stays visible if damage has occured
  • Fixed missing transbrake icon for radial menu
  • Fixed invisible quad exhaust, spoiler and diffuser on the Bolide 390GTR
  • Modern light bars added to the Grand Marshal
  • Concealed flashers and siren added to the Grand Marshal "Unmarked"
  • Gavril Grand Marshal: Added 'Belasco City Police Department' configuration

  • Tweaked drag tires and drag strip groundmodels
  • Added a user interface error message when download fails
  • Added "Subscribe" and "Open in game repo" Buttons
  • Fixed fatal vehicle lua exception in AI random mode
  • Fixed AI vehicle handling in scenario "Airfield Showdown" (jungle rock island drag race).

Known problems
  • Banana-bench does not work atm :/
BeamNG.drive - BeamNG


BeamNG.drive's first major urban environment!
The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.
Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.

Highlights

Full changelog (with lots more media) in our blog: http://blog.beamng.com/the-coast-is-clear/
(it's too big to put here completely)
BeamNG.drive - BeamNG


BeamNG.drive's first major urban environment!
The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.
Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.

Highlights

Full changelog (with lots more media) in our blog: http://blog.beamng.com/the-coast-is-clear/
(it's too big to put here completely)
BeamNG.drive - BeamNG
https://www.youtube.com/watch?v=hvnjgnkS4qM
It's been a long time coming, but we're finally preparing to release West Coast USA in the next update that is scheduled for November.
What started out as an experiment to see if urban environments were feasible has turned into the most detailed map in BeamNG.drive so far.
We are very excited to bring this project to completion and look forward to seeing all the ways in which the community will use it.

Halloween



Happy halloween! We got a little mod for you there, which includes an achievement: https://beamng.com/halloween2017 (305 MB) - have fun!

How to install: download the zip to My Documents/BeamNG.Drive/mods and start the game.
BeamNG.drive - BeamNG
https://www.youtube.com/watch?v=hvnjgnkS4qM
It's been a long time coming, but we're finally preparing to release West Coast USA in the next update that is scheduled for November.
What started out as an experiment to see if urban environments were feasible has turned into the most detailed map in BeamNG.drive so far.
We are very excited to bring this project to completion and look forward to seeing all the ways in which the community will use it.

Halloween



Happy halloween! We got a little mod for you there, which includes an achievement: https://beamng.com/halloween2017 (305 MB) - have fun!

How to install: download the zip to My Documents/BeamNG.Drive/mods and start the game.
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?
...