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
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
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:
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
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.
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.
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.
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.
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.