BeamNG.drive - BeamNG


Today is our 5-year annivesary since our first public alpha release.

Whether you have been with us since those early days, or you've discovered and joined our community more recently, we want to sincerely thank you for your support.

All your feedback, suggestions, bug reports, the effort to create mods, the creative and inventive video compilations... all of that is greatly appreciated and has helped BeamNG.drive grow and flourish.
Keep being awesome, it motivates us a lot to do an even better job in the future.

From the whole BeamNG team: Thank you!

We haven't had time to make some special release for this anniversary (as a few of you expected), since we've been hard at work as usual, ironing out more remaining issues. Little spoiler we are working on right now:



Regardless, we're happy to release another hotfix which, as a bonus, also includes great improvements to the force feedback system. Most of you should notice much greater detail and smoothness, even in computers with the lowest framerates.

Here's the full list of changes:

Improved Force Feedback (FFB):
  • Much faster self-steering or countersteering ability
  • Forces are much smoother when FPS is lower than 60
  • More detailed forces, subtle changes in grip are easier to feel now

These improvements are fairly new even for us, so you may need to play with the FFB settings to extract the most out of it. Here's some things you can try:
  • Players with below 60 frames per second may try reducing "Slow Smoothing"
  • Keep Fast and Slow Smoothing similar in value to each other
  • Some may need to boost "Strength" by 10-20%
Please refer to our Steering wheel setup guide for more information.

General:
  • Added CrossJumps Track for the Track Builder

  • New time Trials on Hirochi Raceway : Medium Race Circuit, Forgotten Raceway 2
  • New time Trials on West Coast USA : Long Race Circuit 2, Alternative Race Circuit, Highway Intersection
  • New time Trials on Jungle Rock Island : Island Dirt Loop

  • Tweaked some car-specific Force Feedback (FFB) strengths
  • Updated Sunburst 'Custom' skin (thanks to @JungAlun)

  • Improved 'spawnpoint' marker in editor

Fixes:
  • Fixed rear wheel skidplates (missed entry from 0.13.0.3)
  • Fixed Semi Dumptruck and Cement Mixer steering alignment
  • Fixed Moonhawk mirrors becoming jiggly after small impact
  • Fixed several small garage issues
  • Fixed Utah Mixed Road Time Trial
  • Fixed invisible vehicle after visiting Parts Manager menu and then recording a replay
  • Fixed lag on bigger Track Builder Tracks

BeamNG.drive - BeamNG


General:
  • Improved Dam Jump scenario : Added accuracy score, one new target and an explanatory image
  • Tweaked Wentward DT40L config values to be more realistic for a 20-30 year old bus
  • Added white steel wheels to Wentward DT40L, standard on Base and Safari configs

  • Tuned wheel deformation - most alloy wheels will deform a bit more now
  • Cleaned up Pessima Turbo Burger info.json

Fixes:
  • Fixed broken flex meshes after use of "RESET ALL" button on Debug panel
  • Fixed shortcuts in Gravel Circuit and Old Race Track Circuit Time Trials
  • Fixed Big Air Vanster scenario
  • Fixed crash on engine Lua reload (CTRL+L)
  • Fixed tanker fender breakgroup
  • Fixed issue with the rear 4 lugs wheels on the 200BX
  • Adjusted engine strength on Sunburst, rear doors latch stronger
  • D-Series / H-Series front hub adjustements
  • Minor handling balance tweaks on 200bx,ETKi and Bolide
  • Fixed some visual issues on the Automation level
  • Fixed restarting of Bus Route scenarios

Known issues:
  • Vehicles can disappear during replays
BeamNG.drive - Souga


New content:
  • Added new scenario intro screen that enables vehicle selection
  • Added 3 time trials to the automation test track : Hillclimb 2, Short Circuit, Old Race Circuit

  • Added Dam Jump scenario

  • Added 3 Tracks for the Track Builder: Fast and Slow, TB Raceway, Corners



General:
  • Added degenerate collision triangle warning
  • Made physics core more robust when faced with degenerate collision triangles
  • Improved distance attenuation for backfires
  • Improved distance attenuation for rumblestrips
  • Improved turbo and supercharger sounds
  • Improved performance for kickup (lowered max voices)
  • Improved sand surface sound emitting
  • Throttle cut during shifting of automatics is now disabled by default
  • Nodegrabber fixed nodes can now persist across Ctrl+R vehicle reloads
  • Added message to in-game repository when connection fails
  • Rephrasing for repo mods removal button and message box


Fixes:
  • Fixed tracking of deformation energy (used by crash sounds)
  • Fixed some sounds not affected by slow motion, like breaking glass sounds
  • Fixed loose surface sounds not audible with many vehicles (changed voice settings)
  • Fixed WCA drag strip christmas tree
  • Fixed mods with long names causing mod icons to be misaligned
  • Fixed Grand Marshal front suspension breaking with some wheels, fix wobbly hood hinges
  • Fixed City Bus degenerate coltri, add n2o purge valve
  • Fixed Moonhawk turn signal and headlight switch sounds
  • Fixed siren audio not playing in scenarios until its reset (Affected Scenarios: East Coast Chase (1,2,3,4), Bank Robbery, Delivery Truck Takedown, Small Island Chase, Police Patrol)
  • Fixed lifting a key/button right after switching vehicles (was acting on the new vehicle, rather than the original one)
  • Fixed error when attempting to record replay while in main menu
  • Fixed replay not stopping when going back to main menu
  • Fixed low replay update rate of UI apps during both recording and playback
  • Fixed Hotlapping app not working
  • Fixed exception in Mod Manager when invalid packed mods are parsed


Known issues:
  • Main menu is sometimes shown when starting a time trial
  • 200BX has compatibility issues with some 4 lugs wheels
BeamNG.drive - BeamNG


Automation cars, a level and new sounds!

In this update, we are collaborating with the development team of Automation. Automation, developed by Camshaft Software, is a separate game revolving around managing your own car company and designing extremely detailed vehicles from scratch, and is getting an update today too.

This joint update allows users of BeamNG.drive to drive cars designed by Automation players, using the regular BeamNG mod repository. At the same time, players of Automation are able to export its vehicles, drive them in BeamNG.drive and submit them to our mod repository, for any BeamNG.drive owner to download and drive.

In addition to that, here's some other highlights in this release:
  • Drive in the new Automation Test Track map:
    https://www.youtube.com/watch?v=h7cEsxtRmCQ
  • Delight in the new sounds of tire squeal, revamped crunching metal audio, new surface sounds (gravel, sand, dirt, grass, asphalt, rumblestrips), turbochargers, superchargers, etc.
    https://www.youtube.com/watch?v=i2vkpVgOfZA
  • Support for importing and sharing Automation cars
  • And of course a myriad list of improvements and fixes in response to your awesome feedback

Full changelog (with lots more media) in our blog:
http://blog.beamng.com/the-automation-collaboration-version-0-13-released/
(it's too big to put here completely)
BeamNG.drive - BeamNG


If you are into cars and car games, you’ve probably heard about Automation, the game where you can design and build your own cars in exquisite detail, from the body and chassis right down to the suspension and engine tuning. Automation enjoys a great community of players coming up with incredible cars to share with each other, all while debating the finer points of design.

https://www.youtube.com/watch?v=m2Zv5-hPa5A

We are now working with the developers of Automation to get you in the driver seat of your Automation designs. Export your car from Automation to BeamNG.drive with a single click and take it for a spin! The styling, sound, and mechanical details will all be making the conversion to our game. Not only that, we will be hosting your creations in our mod repository so you can share them with all players of BeamNG.drive.








The cars are not the only focus of our collaboration. We’ve also joined forces to recreate the Automation test track. Set in a mountainous area of New Zealand’s South Island, the map has a challenging roller-coaster of a track layout and many unique features to explore. Do your best to recreate the simulated laps of Automation, or explore the strengths and weaknesses of your designs on different surfaces and obstacles.







In light of this development, our two games will be offered on Steam for a cross promotional sale! If you have either Automation or BeamNG.drive, this will be the chance to pick up the other for a discount, and join in on the fun.

https://www.youtube.com/watch?v=KU_0UFZtQkQ

Keep an eye out for a joint release from BeamNG.drive and Automation on July 13th. The cross promotional sale starts then!
BeamNG.drive - stenyak


The fifth sneak peek has been published!

The Development Sneak Peek series allows you to take a limited look at what the development team has been working on since the last update.

As usual, the post is larger than we're allowed to display here, so please click the following link to read it:



(You may also want to check our list of Frequently Asked Questions)
BeamNG.drive - Souga


We've released another hotfix for version 0.12, fixing the most important issues from the bus update.

General
  • Hustle and Bustle: revised difficulty and improved overall experience
  • Hustle and Bustle: Display how to activate nitrous oxide injection in certain bus scenario
  • Added deactivate button to in-game repository
  • Added rally suspension parts to Barstow and Moonhawk
  • Improved transbrake to hold the car in place, not just the engine
  • Reduced strength of City Bus brakes so they aren't as touchy
  • Changed RPM tuning variables to increment in 50rpm steps instead of 100rpm
  • Finer step distance for Trailer Bogie position variable

Fixes
  • Fixed missing game window on ALT + TAB when fullscreen and borderless are used at the same time
  • Fixed crash when no audio device is available
  • Fixed rare crash when using non-supported languages
  • Fixed free camera switching back to the vehicle in various situations
  • Fixed off road tire material name, reverted back to original name (was breaking some mods textures)
  • Fixed vehicle interior sounds can be heard while driving another vehicle
  • Fixed bug with ETKI rev limiter variable
  • Fixed 2bbl carburetor missing from Moonhawk
  • Fixed City Bus frame not being a required part
  • Fixed City Bus N2O Min Gear variable going up to 12
  • Fixed mirrored uv map on Barstow's rear bumper
  • Fixed automatic transmission logic expecting a torque converter to work
  • Fixed non-working colors of radial menu bus options
  • Fixed missing graphs in Performance UI
  • Fixed SimplePowertrainControl app showing incorrect amount of fuel remaining for JATOs
  • Fixed a small median curb in West Coast that was lacking collision
  • Fixed missing cubemap reflection on Driver Training Center wet roads
  • Improved stability of camera code when using corrupted configuration files

Known Issues
  • Bus stops look out of place on some maps
  • Randomly some sounds do not follow slow motion
  • Waypoint counter doesn’t update in some scenarios
  • Optional scenario waypoints can disappear after selecting them and retrying a scenario
  • Sometimes vehicle’s props are not visible when using Part Manager
BeamNG.drive - Souga


Hello everyone,

Update v0.12 went pretty well, it's clear many of you liked the DT40L!
As usual, the community has helped us track down a few issues (thanks!). This patch release addresses as many of them as possible.

Enjoy!

General
  • Added "Remove Track" functionality to the track builder
  • Added "nodeMove" jbeam parameter that translates a part in absolute coordinates (as opposed to nodeOffset which mirrors about YZ plane)
  • Added total number of bus stops to route selection menu
  • Improved consistency of JATO icon on SimplePowertrainControl app
  • Changed LOD for low quality track builder tracks to be always the same

Fixes
  • Fixed AI freezing the game when colliding
  • Fixed AI not being able to cross bridges made out of objects
  • Fixed "Extinguish Vehicle" not working
  • Fixed Hotlapping App throwing errors when adding checkpoints
  • Fixed issue with Light derived classes in Lua interface
  • Fixed the City Bus being frozen when choosing freeroam after a bus route
  • Fixed the City Bus transmission group, changed name in Jbeam info
  • Fixed missing descriptions and prices of the City Bus
  • Fixed the City Bus color selection
  • Fixed missing texture on T-Series navigation unit
  • Fixed the SBR4's rear suspension collapsing
  • Fixed the Semi 10spd auto shifting problems
  • Fixed the Hopper's engine management part being required
  • Fixed the Moonhawk engine always having a rev limiter
  • Fixed some configurations having power steering installed. Since power steering is a FFB effect only, it is optional to equip.
  • Reverted material name change of off road tire
BeamNG.drive - Souga


Hello everyone,

Update v0.12 went pretty well, it's clear many of you liked the DT40L!
As usual, the community has helped us track down a few issues (thanks!). This patch release addresses as many of them as possible.

Enjoy!

General
  • Added "Remove Track" functionality to the track builder
  • Added "nodeMove" jbeam parameter that translates a part in absolute coordinates (as opposed to nodeOffset which mirrors about YZ plane)
  • Added total number of bus stops to route selection menu
  • Improved consistency of JATO icon on SimplePowertrainControl app
  • Changed LOD for low quality track builder tracks to be always the same

Fixes
  • Fixed AI freezing the game when colliding
  • Fixed AI not being able to cross bridges made out of objects
  • Fixed "Extinguish Vehicle" not working
  • Fixed Hotlapping App throwing errors when adding checkpoints
  • Fixed issue with Light derived classes in Lua interface
  • Fixed the City Bus being frozen when choosing freeroam after a bus route
  • Fixed the City Bus transmission group, changed name in Jbeam info
  • Fixed missing descriptions and prices of the City Bus
  • Fixed the City Bus color selection
  • Fixed missing texture on T-Series navigation unit
  • Fixed the SBR4's rear suspension collapsing
  • Fixed the Semi 10spd auto shifting problems
  • Fixed the Hopper's engine management part being required
  • Fixed the Moonhawk engine always having a rev limiter
  • Fixed some configurations having power steering installed. Since power steering is a FFB effect only, it is optional to equip.
  • Reverted material name change of off road tire
Apr 3, 2018
BeamNG.drive - BeamNG



Here's the twelfth major version update of BeamNG.drive! This new version brings you another new vehicle and some cool new features (presented in the Highlights section below), together with our traditional list of improvements, optimizations, tweaks and bugfixes.

Highlights

Full changelog (with lots more media) in our blog: https://blog.beamng.com/get-busy/
(it's too big to put here completely)
...