BeamNG.drive - Souga


In this second hotfix for BeamNG.drive version 0.14 we are continuing the process of resolving issues reported by the community as well as deploying fixes identified by the dev team.

Gameplay
  • Fixed playing track in reverse not working in Time Trials and Light Runner

Cameras
  • Fixed tiny camera movements when approaching or leaving the BeamNG.drive window borders
  • Disallowed extreme field of view angles to prevent graphic issues
  • Fixed 'External' camera using incorrect vehicle position when set as default camera

Input
  • Fixed speed-sensitive steering limits not working correctly
  • Removed two non-working input actions

Replay
  • Fixed possible crash when handling vehicles with very large or very small amounts of nodes
  • Removed experimental work-in-progress replay options from Options > Other menu
  • Fixed crashes when opening replays if the aforementioned options had been enabled in the past
  • Fixed incorrect filesystem error logs when a recording is succesfully stopped

Track Builder
  • Added Seven Trials Bridge: A difficult and long track, featuring seven different challenging track styles
  • Fixed being able to click on Track pieces while in Drive or Test mode
  • Fixed obstacle placement not working
  • Fixed Linear Interpolation for height not using the correct slope
  • Custom Slope now auto-enables to prevent gaps in tracks when using advanced interpolations for height
  • Resetting checkpoint size now sets the size to the width of the track piece
  • Windows no longer exactly overlap upon opening them
  • Added description and difficulty fields for saving tracks (and all existing tracks)
  • Reworked the drop in Kraken Incorporated, made Nosedive track shorter
  • Fixed a bug where the width was calculated incorrectly on thin tracks
  • Added a few more decals for materials and border shapes
  • Fixed textures for obstacles not showing up in some levels

Vehicles
  • Fixed cannon not being able to shoot
  • Re-enabled gearbox debug and shift decision apps

Physics
  • Fixed bug with beam counts > 32768
  • New max beams limit is 65534

Misc
  • Fixed static collision debug tool
  • Fixed lag when updating mods using in-game repository
  • Fixed 'Change Configuration' button taking you to Quick Race menu in Light Runner mode
  • Fixed garage not loading correctly when a level had been loaded previously
  • Decreased step value on fog slider
  • Fixed settings\base.ini not being created if doesn't exist. Would only cause debug messages to be visible by default in the console

Notable Known Issues

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.
BeamNG.drive - Souga


We've released the first hotfix for version 0.14, fixing several issues reported by the community.
We are continuing to work on resolving other issues which will be addressed in a future hotfix.

Features
  • Added option to enable/disable the driver's seat adjustment controls (In Options > Camera - will be disabled by default)

Fixes
  • Removed Options > Camera > Collision option. This is still a very experimental feature that has the potential to break the camera in numerous situations
  • Fixed incompatibility with some mods that omitted required data
  • Fixed rare cases where Light Runner mode could freeze the game

Notable Known Issues
  • In rare cases, users are reporting a crash on launch if Online Features are enabled.


An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.


BeamNG.drive - BeamNG


Happy Halloween! We're beaming version 0.14 out to you with a super awesome Track Builder, a new achievement and a scarecrow collection minigame :)

  • Revisit the neon-lit glory days of the 80's with the new Light Runner map, showcasing the capabilities of the Track Builder with some electric glow skins for selected vehicles
    https://www.youtube.com/watch?v=8J-lVqLRgnw
  • Our new Track Builder is launching with this update - From simple circuits to multi-level corkscrews leading into loop the loops, the only limit is your imagination!
    https://www.youtube.com/watch?v=xAy9_EJs404
  • T-series: You can now fit the T-series with a Car Hauler upfit, suitable for hauling vehicles and other large, bulky items
  • The following vehicles have had various improvements applied: Barstow, Burnside, Citybus, D-Series, ETK800, ETK-K, H-Series, Hopper, Moonhawk, Pigeon, Roamer, SBR4, Sunburst and T-Series
  • V8 Engine and transmission meshes for the D-series, H-series, Roamer and Grand Marshal have been fully re-modeled and textured
  • The Halloween scarecrow hunt is on - Search for the scarecrows scattered around the maps to earn a new achievement! You can get the mod to activate the hunt ingame.

Full changelog (with lots more media) in our blog:
http://blog.beamng.com/lightrunner-version-0-14-released/
(it's too big to put here completely)
BeamNG.drive - stenyak


The sixth 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.

This time we've included a bit of information about the new, work in progress, italian car: the Autobello Piccolina!

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


More fixes/improvements as we work on the next regular update.

General:
  • Force Feedback: response is more immediate now, self-steering improved
Note: We would be happy to hear your feedback about these recent force feedback changes, please let us know if you have any issues, configuration tips, etc.

Fixes:
  • Fixed crash with some vehicle's stock colors
  • Fixed crash when first vehicle spawned is removed but other vehicles share sounds with it
  • Fixed trailer's reset logic affecting non trailer vehicles
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!
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